- OpenGL Development Cookbook
- Muhammad Mobeen Movania
- 59字
- 2021-08-13 17:03:33
Chapter 2. 3D Viewing and Object Picking
The recipes covered in this chapter include:
- Implementing a vector-based camera model with FPS style input support
- Implementing the free camera
- Implementing target camera
- Implementing the view frustum culling
- Implementing object picking using the depth buffer
- Implementing object picking using color based picking
- Implementing object picking using scene intersection queries
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