Functions | |
void | _NormalTransform (const _NORMALCOORD n) |
Transforms and updates the current normal. More... | |
void | _NormalLorentz (_NORMALCOORD n) |
Lorentz transformation of normal vectors. More... | |
void | _Subdivide (const _VERTEXCOORD v) |
Subdividing algorithm. More... | |
void | _SpaceTransform (_VERTEXCOORD x) |
Spatial coordinate transformations. More... | |
void | _Modelview (_VERTEXCOORD x) |
Modelview transformation. More... | |
void | _SpaceLorentz (_VERTEXCOORD x) |
Spatial Lorentz transformation. More... | |
void | _SpaceEye (_VERTEXCOORD x) |
Aberration (time lag for light to reach the eye). More... | |
GLfloat | _TimeTransform (_VERTEXCOORD x) |
Temporal coordinate transformations. More... | |
GLfloat | _TimeLorentz (const _VERTEXCOORD x) |
Temporal Lorentz transformation. More... | |
GLfloat | _TimeEye (const _VERTEXCOORD x) |
Aberration (time lag for light to reach the eye). More... | |
GLfloat * | _Doppler (const _RGBA rgba, const _VERTEXCOORD x) |
Doppler effect. More... | |
void | _DrawVertex (_VERTEXCOORD v, _TEXCOORD t) |
Draws a vertex. | |
GLfloat | _VecScalar (const GLfloat *a, const GLfloat *b) |
Scalar product of two 3-vectors. | |
GLfloat | _VecNorm (const GLfloat *v) |
Norm of a 3-vector. | |
GLfloat | _VecCos (const GLfloat *x, const GLfloat *a, const GLfloat *b) |
Cosine angle between direction vectors x->a and x->b. | |
void | _VertexCopy (_VERTEXCOORD dest, const _VERTEXCOORD src) |
Copy a vertex. | |
void | _VertexMean (_VERTEXCOORD mean, const _VERTEXCOORD a, const _VERTEXCOORD b) |
Average of two vertices. | |
void | _VertexQuadMean (_VERTEXCOORD mean, const _VERTEXCOORD a, const _VERTEXCOORD b, const _VERTEXCOORD c, const _VERTEXCOORD d) |
Average of four vertices. | |
void | _TexCopy (_TEXCOORD dest, const _TEXCOORD src) |
Copy texture coordinates. | |
void | _TexMean (_TEXCOORD mean, const _TEXCOORD a, const _TEXCOORD b) |
Average of two texture vertices. | |
void | _TexQuadMean (_TEXCOORD mean, const _TEXCOORD a, const _TEXCOORD b, const _TEXCOORD c, const _TEXCOORD d) |
Average of four texture vertices. |
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Doppler effect. Time dilation effect, Arrival rate at eye,
Overall frequency shift,
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Modelview transformation.
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Lorentz transformation of normal vectors. Normal vectors are the velocity vectors of light rays. So, under a Lorentz transformation, they transform as velocities.
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Transforms and updates the current normal.
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Aberration (time lag for light to reach the eye).
where is the current position vector, is the past position vector we see the light from, is the time it takes for the light to reach us, is the velocity vector. Rearranging,
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Spatial Lorentz transformation.
Rearranging, Use and
to get
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Spatial coordinate transformations.
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Subdividing algorithm. Supports:
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Aberration (time lag for light to reach the eye).
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Temporal Lorentz transformation.
Rearranging,
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Temporal coordinate transformations.
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