OpenGL Development Cookbook
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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