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	<title>Game Rendering &#187; Math</title>
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		<title>Random point in circle</title>
		<link>http://www.gamerendering.com/2009/03/26/random-point-in-circle/</link>
		<comments>http://www.gamerendering.com/2009/03/26/random-point-in-circle/#comments</comments>
		<pubDate>Wed, 25 Mar 2009 23:52:12 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Math]]></category>
		<category><![CDATA[Algorithm]]></category>
		<category><![CDATA[Circle]]></category>
		<category><![CDATA[Point]]></category>
		<category><![CDATA[Randomization]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=603</guid>
		<description><![CDATA[The best algorithm to generate a point in a circle is to generate a point in a square with the same width as the circle diameter and then rerun the algorithm until this random point is inside the circle. This algorithm might need to run a couple of times before finding a suitable point but [...]]]></description>
			<content:encoded><![CDATA[<p>The best algorithm to generate a point in a circle is to generate a point in a square with the same width as the circle diameter and then rerun the algorithm until this random point is inside the circle. This algorithm might need to run a couple of times before finding a suitable point but will be faster than a more algorithmic solutions.</p>
<p>Pseudo code:</p>
<ol>
<li>Randomize a point in the square</li>
<li>If this point is outside the circle then jump to 1</li>
<li>Done</li>
</ol>

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		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Lerp</title>
		<link>http://www.gamerendering.com/2008/10/05/lerp/</link>
		<comments>http://www.gamerendering.com/2008/10/05/lerp/#comments</comments>
		<pubDate>Sun, 05 Oct 2008 16:57:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Math]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[Lerp]]></category>
		<category><![CDATA[Mix]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=254</guid>
		<description><![CDATA[Lerp is the procedure to interpolate between two vectors with a specified weight. An example below

float weight; // the weight for lerping
&#160;
vec2 input1, input2; // the inputs to lerp between
&#160;
vec2 lerpResult = input1&#40;1.0-weight&#41;+input2&#40;weight&#41;;

In GLSL it&#8217;s named mix( genType, genType, float ) instead of lerp which can be misleading. But when testing, it actually works to [...]]]></description>
			<content:encoded><![CDATA[<p>Lerp is the procedure to interpolate between two vectors with a specified weight. An example below</p>

<div class="wp_codebox"><table width="100%" ><tr id="p2542"><td class="code" id="p254code2"><pre class="c" style="font-family:monospace;"><span style="color: #993333;">float</span> weight<span style="color: #339933;">;</span> <span style="color: #666666; font-style: italic;">// the weight for lerping</span>
&nbsp;
vec2 input1<span style="color: #339933;">,</span> input2<span style="color: #339933;">;</span> <span style="color: #666666; font-style: italic;">// the inputs to lerp between</span>
&nbsp;
vec2 lerpResult <span style="color: #339933;">=</span> input1<span style="color: #009900;">&#40;</span><span style="color:#800080;">1.0</span><span style="color: #339933;">-</span>weight<span style="color: #009900;">&#41;</span><span style="color: #339933;">+</span>input2<span style="color: #009900;">&#40;</span>weight<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span></pre></td></tr></table></div>

<p>In GLSL it&#8217;s named <strong>mix( genType, genType, float )</strong> instead of lerp which can be misleading. But when testing, it actually works to use lerp instead of mix in GLSL shaders when running them on a Nvidia GeForce 8800GTS although it&#8217;s not recommended.</p>
<p>Here&#8217;s the OpenGL GLSL quick reference guide which contains all functions you can use inside of a shader (and much more).<br />
 <a href="http://www.opengl.org/sdk/libs/OpenSceneGraph/glsl_quickref.pdf">http://www.opengl.org/sdk/libs/OpenSceneGraph/glsl_quickref.pdf</a></p>

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		<title>Scaling</title>
		<link>http://www.gamerendering.com/2008/10/05/scaling/</link>
		<comments>http://www.gamerendering.com/2008/10/05/scaling/#comments</comments>
		<pubDate>Sat, 04 Oct 2008 22:35:43 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Math]]></category>
		<category><![CDATA[Matrix]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Scaling]]></category>
		<category><![CDATA[Uniform]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=165</guid>
		<description><![CDATA[ Scaling can be archived by the following matrix:

The s components are the scaling factor in the x-,y- and z-directions. If they are all the same then the scaling is uniform.

In OpenGL you can do scaling with the following code:

glMatrixMode&#40;GL_MODELVIEW&#41;;
glScalef&#40;sx,sy, sz&#41;;




Please share:


	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	


]]></description>
			<content:encoded><![CDATA[<p> Scaling can be archived by the following matrix:</p>
<div class="mceTemp"><a href="http://www.gamerendering.com/wp-content/uploads/scalematrix.jpg"><img class="size-medium wp-image-167" title="Scale Matrix" src="http://www.gamerendering.com/wp-content/uploads/scalematrix.jpg" alt="Scale Matrix" width="160" height="108" /></a></div>
<p>The s components are the scaling factor in the x-,y- and z-directions. If they are all the same then the scaling is uniform.</p>
<div class="mceTemp"><a href="http://www.gamerendering.com/wp-content/uploads/uniform.jpg"><img class="size-medium wp-image-166" title="Uniform Scaling" src="http://www.gamerendering.com/wp-content/uploads/uniform.jpg" alt="Uniform Scaling" width="81" height="26" /></a></div>
<p>In OpenGL you can do scaling with the following code:</p>

<div class="wp_codebox"><table width="100%" ><tr id="p1654"><td class="code" id="p165code4"><pre class="c" style="font-family:monospace;">glMatrixMode<span style="color: #009900;">&#40;</span>GL_MODELVIEW<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
glScalef<span style="color: #009900;">&#40;</span>sx<span style="color: #339933;">,</span>sy<span style="color: #339933;">,</span> sz<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span></pre></td></tr></table></div>


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		<title>Translation</title>
		<link>http://www.gamerendering.com/2008/10/05/translation/</link>
		<comments>http://www.gamerendering.com/2008/10/05/translation/#comments</comments>
		<pubDate>Sat, 04 Oct 2008 22:22:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Math]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Matrix]]></category>
		<category><![CDATA[Model View]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=158</guid>
		<description><![CDATA[In 3D programming translation is often represented as a matrix. The following matrix translates a point by a vector .
The matrix for translation is given below (notice that only points can be translated, not vectors)

The inverse of the matrix is simply T(-t).
In OpenGL you can do translation on objects with the following two lines of code. The first [...]]]></description>
			<content:encoded><![CDATA[<p>In 3D programming translation is often represented as a matrix. The following matrix translates a point by a vector <a href="http://www.gamerendering.com/wp-content/uploads/translationvector.jpg"><img class="size-full wp-image-159" title="Translation Vector" src="http://www.gamerendering.com/wp-content/uploads/translationvector.jpg" alt="Translation Vector" width="100" height="37" /></a>.</p>
<div class="mceTemp">The matrix for translation is given below (notice that only points can be translated, not vectors)</div>
<div class="mceTemp"><a href="http://www.gamerendering.com/wp-content/uploads/translation.jpg"><img class="size-medium wp-image-160" title="Translation Matrix" src="http://www.gamerendering.com/wp-content/uploads/translation.jpg" alt="Translation Matrix" width="242" height="113" /></a></div>
<div class="mceTemp">The inverse of the matrix is simply T(-t).</div>
<p>In OpenGL you can do translation on objects with the following two lines of code. The first line sets that it&#8217;s the modelview matrix that you want to perform calculations on.</p>

<div class="wp_codebox"><table width="100%" ><tr id="p1586"><td class="code" id="p158code6"><pre class="c" style="font-family:monospace;">glMatrixMode<span style="color: #009900;">&#40;</span>GL_MODELVIEW<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span> 
glTranslatef<span style="color: #009900;">&#40;</span>tx<span style="color: #339933;">,</span> ty<span style="color: #339933;">,</span> tz<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span></pre></td></tr></table></div>


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