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WWH Series

Resources Listed: 6
WWH Series
Topic Author Description
WWH - 3D Clipping to an arbitrary FOV with 3x3 or 4x4 Matrices
[Added: 8/23/1999]
Paul Nettle  This WWH describes a 3D Clipper that results in convex n-gons. 
WWH - Calculating a Rotation Matrix Based on Location/Target
[Added: 8/23/1999]
Paul Nettle  The purpose here is to describe how to obtain a proper matrix given a location and a target (or a vector), and an amount of roll. This document also emulates the specific nature of 3DS cameras, when it comes to the degenerate case. 
WWH - Properly Reordering Face Vertex Indices (y/z swap)
[Added: 8/23/1999]
Paul Nettle  The purpose of this WWH is to explain how to properly re-order the face indices of triangular polygon patches when the Y/Z is swapped. 
WWH - Rendering Convex N-Gons
[Added: 8/23/1999]
Paul Nettle  Requires basic understanding of (triangular) polygon rendering and scan conversion. 
WWH - Sub-pixel Accuracy
[Added: 8/23/1999]
Paul Nettle  This WWH describes sub-pixel accuracy. The purpose of a WWH is to expand one's knowledge on a topic they already understand, but need a reference, a refresher course, or to simply extend what they already know about the topic. 
WWH - Sub-texel Accuracy
[Added: 8/23/1999]
Paul Nettle  This article describes sub-texel accuracy. This document relies on the fact that you have already read WWH1 (sub-pixel accuracy) as they are interrelated, and especially since you can't achieve sub-texel accuracy without first achieving sub-pixel accuracy.  
 
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