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Hands On DarkBASIC Pro - Digital Skills

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� Space within the 3D world is measured in world units. These do not relate to real<br />

world units.<br />

� A point in 3D space is defined by its distance along each of the axes.<br />

� 3D objects have their own local axes.<br />

� 3D objects can be rotated about their own local axes.<br />

� Rotations are measured in degrees.<br />

� Rotation is in a clockwise direction (as viewed from the positive end of the axis<br />

of rotation).<br />

� <strong>DarkBASIC</strong> <strong>Pro</strong> provides 3D vector objects in which the coordinates of a point<br />

in 3D space can be stored.<br />

� 3D objects are constructed from polygons.<br />

� The simplest polygon is the triangle.<br />

� The end of a line within a polygon is known as a vertex.<br />

� The line between two vertices is known as an edge.<br />

� More detailed objects require more polygons.<br />

� Increasing the number of polygons used in a scene increases the load on the<br />

computer.<br />

� When faced by a heavy load, the computer will output at a reduced frame rate.<br />

� Images can be used to texture a 3D shape to increase realism.<br />

� Some images can contain alpha channels which effect lightness when the image<br />

is used to texture a surface.<br />

� Virtual cameras determine which parts of the 3D world are shown on the screen.<br />

� Lights can be added to a scene to help create the desired atmosphere.<br />

� The effects of lights on a surface are calculated using surface normals or vertex<br />

normals.<br />

� Every polygon has an associated surface normal.<br />

� A surface normal is a vector at right angles to its polygon.<br />

� Using surface normals to calculate shading can result in a patchy effect.<br />

� Every vertex of a polygon has an associated vertex normal.<br />

� Vertex normals may be used to create smoother shading effects, but at the cost<br />

of more complex calculations.<br />

.<br />

754 <strong>DarkBASIC</strong> <strong>Pro</strong>: 3D - Concepts and Terminology

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