Model Transforms: Scale, Rotate, Move – and Why the Order Matters
This lesson is part of the course
In this lesson
You scale the cube, rotate it about the z-axis with SIN, COS and RADIANS, move it into place, and then turn one point about two axes in both orders to see that the results differ.
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Lessons in this course
- Points & Meshes: Vertex Tables, Face Tables and Lookups Locked
- Model Transforms: Scale, Rotate, Move – and Why the Order Matters Locked
- Camera Space: Moving the World in Front of the Camera Locked
- Perspective Projection: Field of View, Aspect Ratio and Clipping Locked
- Screen Mapping: From Normalised Coordinates to Pixel Columns and Rows Locked
- Back-Face Culling: Signed Areas Decide Which Faces Are Drawn Locked
- Depth Buffer: The Nearest Fragment Wins Locked
- Capstone – Flat Shading, Grey Levels and the Frame-Time Budget Locked