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Projective texturing texture coordinates
At its most basic, projective texturing is the use of a 3D texture coordinate to look up into a 2D texture image. The (s, t) coordinates are divided by the (r) coordinate such that a texel is fetched using (s/r, t/r). There is a special built-in function in the OpenGL ES Shading Language to do projective texturing called texture2DProj.
Quaternion multiplication
QuaternionT Rotated(const QuaternionT& b) const;
How this method works? Is it related to quaternion multipication?
Correct normal matrix is inverse-transpose of the modelview matrix
How to calculate inverse matrix?
Full description - iPhone 3D programming (page 131)
Learn 'texturetool' command
What is 'pngcrush' command?
Create snapshot
Why glReadPixel doesn't work?
Compute the matrix that transforms the unflexed bone to its current state
iPhone 3D, page 380
Learn LookAt function
iPhone 3D Programming book. Page 58
NPOT textures
Loading objects from 3D editor
Bloom effect
iPhone 3D, page 354
Cube map, sphere map
Blending
Page 221, iPhone 3D
glCopyTexImage2D
Scissor
Learn mipmaps
Generate mipmaps using:
- OpenGL
- Third party tools
- Own tool
Stencil
Derivation of vector's cross product formula
Generating noise
Drawing to offscreen framebuffer
Skybox
Text drawing
Shadows
Vertex skinning
OpenGL ES 2.0 Programming Guide, page 168
Learn PVR Textures
Blending
How to draw semitransparent 3D object?
Texture atlases
Texture coordinates calculation
iPhone 3D Programming, page 171
Projective texturing
Dithering
Normals calculation
Teach Cross() product of two vectors.
Resulting vector direction.
Learn GenerateLineIndices method
Texturing
glActiveTexture
Multitexturing
Normal mapping
Fog
Alpha test
User clip planes
glFramebufferTexture2D
3D Textures
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