Game Development Reference
In-Depth Information
Exercises for Chapter 9
1.
Suppose that the distance to the near plane is
n
=
1
, and the distance to the
far plane is
=
100
for a particular view frustum. Calculate by what value
f
(
)
the
3,3 entry of the projection matrix should be multiplied in order to off-
set a model centered at a depth of
z
=−
20
toward the camera by a distance
of 0.2.
2.
Calculate the least distance d by which the model in Exercise 1 can be offset
toward the camera if a 16-bit depth buffer is used.
3.
Write a program that applies a decal to a surface. Assume that the decal is
described by its center P , a normal direction N , a tangent direction T , its
width w , and its height h . The program should construct a decal object by
clipping an arbitrary triangle mesh to the planes bounding the decal and
should then calculate texture coordinates for each vertex in the decal object.
4.
Implement a particle system for which each particle is rendered as a textured
quad centered at the particle's position. Each particle should be described by
its position P in world space, its radius r , its window-space orientation θ ,
and its velocity V .
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