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chapters/advanced_graphics/chapter.md

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If you want to know more about how transformation matrices work you should check out the chapter on mathematics. The purpose of this chapter is not so much to show how they work, but rather the newest paradigms in the latest versions of openGL.
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In openFrameworks, there's a utility class called ofNode, that allows you to apply complex transformations like set an object to look to another, set a hierarchy of nodes... When working with 3D it's useful to keep an ofNode along with every mesh that represents it's transformations, so when you draw each mesh, instead of using ofTranslate, rotate, scale you can just apply the transformation of it's node using `node.transformGL()`. This will multiply the current matrix by the one in the node. When you are done you can use `node.restoreTransformGL()`to go back to the previous state.
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In openFrameworks, there's a utility class called ofNode, that allows you to apply complex transformations like set an object to look to another, set a hierarchy of nodes... When working with 3D it's useful to keep an ofNode along with every mesh that represents it's transformations, so when you draw each mesh, instead of using ofTranslate, rotate, scale you can just apply the transformation of it's node using `node.transformGL()`. This will multiply the current matrix by the one in the node. When you are done you can use `node.restoreTransformGL()`to go back to the previous state.
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The most important idea of this section is that when working with complex transformations, instead of using ofTranslate/Rotate/Scale, it is usually easier to implement an ofNode associated to each mesh or shape that you draw. This is also much easier for readability. For meshes, there's a new class in openFrameworks since 0.8.0 called of3dPrimitive, that internally has an ofVboMesh and an ofNode so you can use this pattern in an easy way.
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chapters/animation/chapter.md

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chapters/foreword/chapter.ko.md

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#머리말
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# 머리말
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*[Zach Lieberman](http://thesystemis.com) 작성*
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몇가지 염두할 사항들,
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* 무엇이 빠졌는지, 혹은 내용중 뭐가 맘에 들었는지 같은 피드백을 주시면 정말로 감사하겠습니다. 마찬가지로 만약 뭔가 도움이 될만한 것을 찾았다면, 마찬가지로 저희에게 알려주세요! github 저장소는 활발히 진행중이며 이슈와 pull request를 받고 있습니다.
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* 무엇이 빠졌는지, 혹은 내용중 뭐가 맘에 들었는지 같은 피드백을 주시면 정말로 감사하겠습니다. 마찬가지로 만약 뭔가 도움이 될만한 것을 찾았다면, 마찬가지로 저희에게 알려주세요! github 저장소는 활발히 진행중이며 이슈와 pull request를 받고 있습니다.
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* 이 책에 몇몇 빈틈이 있다는 점을 염두해주세요. 난이도의 순서대로 러프하게 레이아웃을 잡아놨습니다만, 참여형태로 작성되는 책이므로, 어떤 챕터는 짧고 어떤 챕터는 길게 구성되어있는 등 약간 혼란스러울 수 있습니다. 처음부터 끝까지 읽는 책이 아니라 커뮤니티의 짧은 튜토리얼의 모음집에 가깝다고 생각하시면 됩니다.
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*모든 챕터는, 별도로 언급되지 않는 한, 이하의 라이센스를 따릅니다.: [크리에이티브 커먼즈 저작자표시-비영리-동일조건변경허락 4.0 국제 라이센스](http://creativecommons.org/licenses/by-nc-sa/4.0/deed.ko)*

chapters/foreword/chapter.md

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This book, much in the spirit of openFrameworks, is a community driven affair and it's **very much a work in progress**. It was a suggestion on the openFrameworks developers mailing list which kicked this off and for a the past months we've been hacking away on it.
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A couple of notes,
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A couple of notes,
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* Feedback is very much appreciated and we'd like to know what's missing, or what you'd like to have in here. Likewise, if you find something helpful, we'd love to hear it, too! Our github repo is active and we take issues and pull requests.
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* Please note that there are likely gaps here. We've tried to roughly lay out chapters in order of skill level, but since it's a collectively written book, it can feel a bit disorienting, with some chapters being on the long side, while some are short. Think of it not as a book you read front to back, but more like a collection of short tutorials from the community.

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