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About TangentZ

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  1. TangentZ

    Weiler-Atherton in 3D

    Maybe even some pseudo-code of the algorithm will help explain what the demo is doing exactly.   The most useful part I got out of this article is the name of the algorithm, the Weiler-Atherton Algorithm, but not much more than that.   The Wikipedia page doesn't have much information there either (http://en.wikipedia.org/wiki/Weiler%E2%80%93Atherton_clipping_algorithm)
  2. TangentZ


    If you want to be portable and don't want to mess around with endian detection, you can just use the ntoh* and htonl* family of functions.   htons, htonl, htonf, htond - (H)ost TO (N)etwork short, long, float, double ntohs, ntohl, ntohf, ntohd - (N)etwork TO (H)ost short, long, float, double   Network is always big-endian.  The host is whatever you code is running on, can be little or big.
  3. TangentZ

    Learning modern OpenGL

    Like you, I learned the old OpenGL 1.4 style API, and left it for a few years.  Coming back to graphics programming now, I've found that OpenGL has changed quite a lot!   There is always the newest edition of the OpenGL Programming Guide (8th Edition!).   As for myself, I've found the OpenGL Intorduction (http://www.open.gl) tutorials quite useful for "catch up".   For shaders, you'd want to learn the GLSL, say the OpenGL Shading Language Cookbook.   Hope this helps!
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