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License: MIT License
!offset.empty() is enough
20220420 如果以 opengl 的 z-coordinate convention 來看的話,project 裡面預設的 nearClip = 0.001 和 farClip = 100.0 是從 origin 往 camera 去幹的
然後 opengl 的 gluLookAt 的 near 跟 far 是剛好加個負號
另外我把 perspective 以及 orthogonal 的 project_matrix 改成 opengl 的就可以看到東西了
(例如 orthogonal 的 project_matrix 就差一個負號
resolutions?
-把全部改成 opengl 的 api 的 implementation
避免以後發生錯誤的風險
-保留目前狀況
也就是 view_matrix 不用改用 opengl 的
-把 nearClip 以及 farClip 改成老師的 convention
-any other methods?
20220511 看來是給每個 vertex 的 normal 而不是一個 face 的 normal
verify 1: 在 LoadModels 下 debug point 檢查 normals 數量是不是跟 vertices 數量一樣
any other methods?
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