Hello there, chums!
This is where I write long-form articles when I have time (which seems to be less and less often, these days).
I have a double degree in I.T. and business, and I’ve been working as a web developer and OSX software developer since 2005.
In this article I’m going to explain homogenous coordinates (a.k.a. 4D coordinates) as simply as I can. In previous articles, we’ve used 4D vectors for matrix multiplication, but I’ve never really defined what the fourth dimension actually is. Now it’s time to take a closer look at projective geometry.
Also, welcome back! It has been a while since my last post. Hopefully I will find some time in the next couple of months to finish up the Modern OpenGL Series of articles. The code for article 08 is done, but writing the article will take some time.
In this article we will continue to implement lighting. We will implement the ambient and specular components of the Phong reflection model, attenuation, and gamma correction.