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OpenGL Theory's and concepts of matrix's - looking for info source

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I am reading a book on OpenGl, which recommends having some knowledge of mathmatics of matrix's. Unfortunately doing simple google searchs return such a vast ocean of what seems to not all apply to programming in OpenGL and the matrix/math used. If anyone knows any sites that have some informative information, courses...ect about the math used for matrixs in OpenGL programming, would you be so kind to post them?>

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I can understand your frustrations. I recommend that you get some books on Begining OpenGL programming. Actually most beginner graphics' books will have a math primer in the begining.

And understand the basics like:

vector + vector
vector * scalar
vector * vector
matrix * vector
dot product
cross product

Learning shader programming is also a great way to see how a lot of this stuff works.

And you could always ask questions here as well!

Good luck!
/jk

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A *great* matrix and vector site is this. It seems to be down at the moment, but it's absolutely fabulous. You might not be looking for vector information, but it's very much worth the read, too. And, yes, it explains things in relation to 3D graphics.

It doesn't explain transformation matrices, though.

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Also, have a look at some of these:

http://en.wikipedia.org/wiki/Matrix_%28Mathematics%29
http://en.wikipedia.org/wiki/Vector_%28spatial%29
http://en.wikipedia.org/wiki/Mathematical_transformation
http://en.wikipedia.org/wiki/Projective_geometry
http://en.wikipedia.org/wiki/Homogeneous_coordinates

They're very useful for the understanding of three-dimensional mathematics (even though OpenGL takes care of a lot of it for you). I'm a firm believer in the theory that to most effectively make use of technologies you should understand the underlying concepts thoroughly.

Hope that helps!

Cheers.

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A book every graphics programmer should probably have--even though its a bit dated--is Computer Graphics: Principles and Practice (2nd Edition) by van Dam, Foley, et al... it covers most of the theory behind graphics, most of the math, most of the algorithms, etc.

You can probably find a copy on half.com or amazon for under $10. Just make sure the you get the 2nd edition, since it even is fairly old.

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If you are looking for a book, I like Real Time Rendering as a reference for graphics math. It's a little math heavy, but they cover a lot of different topics.

Mathworld is not specificly graphics related, but they do a good job explaining a wide array of math concepts. It's usually my first stop when looking for general math information.

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