gltut / Documents / Positioning.xml

<?xml version="1.0" encoding="UTF-8"?>
<?oxygen RNGSchema="http://docbook.org/xml/5.0/rng/docbookxi.rng" type="xml"?>
<?oxygen SCHSchema="http://docbook.org/xml/5.0/rng/docbookxi.rng"?>
<part xmlns="http://docbook.org/ns/docbook" xmlns:xi="http://www.w3.org/2001/XInclude"
    xmlns:xlink="http://www.w3.org/1999/xlink" version="5.0">
    <?dbhtml filename="Positioning.html" dir="Positioning" ?>
    <info>
        <title>Positioning</title>
    </info>
    <partintro>
        <para>Vertex positions are perhaps the most important part of a vertex's information. The
            only data that a vertex shader must produce is the computation of a clip-space vertex
            position; everything else is user-defined.</para>
        <para>Computing proper vertex positions can turn an assemblage of triangles into something
            that resembles a real object. This section of the book will detail how to make objects
            move around, as well as presenting them as a three-dimensional object. It covers how to
            manipulate vertex positions through a series of spaces, to allow for concepts like a
            change of viewer orientation. And it covers how to position and orient objects
            arbitrarily, to achieve many different kinds of movement and animation.</para>
    </partintro>
    <xi:include href="Positioning/tutorial 03.xml"/>
    <xi:include href="Positioning/tutorial 04.xml"/>
    <xi:include href="Positioning/tutorial 05.xml"/>
    <xi:include href="Positioning/tutorial 06.xml"/>
    <xi:include href="Positioning/tutorial 07.xml"/>
    <xi:include href="Positioning/tutorial 08.xml"/>
</part>
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