OpenGL: Implementing transformation matrix stack
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Jakub M.
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Published on 2012-04-05T10:57:00Z
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2012/04/05
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opengl
In a newer OpenGL there is no matrix stack. I am working on a simple display engine, and I am going to implement the transformation stack.
What is a common strategy here? Should I build a push/pop stack, and use it with a tree representing my model? I suppose this is the "old" approach, that was deprecated in the newer OpenGL versions. Maybe then it is not the best solution (it was removed for some reason)
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