Spherical Coordinate System
Everything you need to know about the Spherical Coordinate System.
Learn about the spherical coordinate system and how to identify and locate points in three dimensions using spherical coordinates.

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Spherical Coordinate System
Everything you need to know about the Spherical Coordinate System.
Learn about the spherical coordinate system and how to identify and locate points in three dimensions using spherical coordinates.

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Cylindrical Coordinate System
Everything you need to know about the Cylindrical Coordinate System.
Learn about the cylindrical coordinate system and how you can use it to identify and locate points in three dimensions.
Cartesian Coordinate System
Everything you need to know about the Cartesian Coordinate System.
Learn about the cartesian coordinate system and how to identify and locate points in two and three dimensions using the cartesian coordinate
Polar Coordinate System
Everything you need to know about the Polar Coordinate System.
Learn about the polar coordinate system, how to plot points using the polar coordinates, and how to convert between cartesian and polar coor
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OpenGL transformation matrix
People easily get confused with OpenGL transformation matrices and one way to understand them is that every transformation matrix is actually doing transformation of "Current drawing coordinate system", let's try to understand this way rather than thinking of the transformation applied to objects. So now the order of definition of the transformations in OpenGL becomes natural. For example, when you begin with glTranslate(), every objects drawn after that are translated because the whole drawing coordinate system itself is translated and imagine now we further issue a glRotate() command, all objects drawn from now on would be both rotated and also translated. This also helps to understand how hierarchical transformation works.