Consider the following code segment:
glLoadIdentity(); // I
glRotatef(90,0,1,0); // R
glTranslatef(-2,2,2) // T
glScaleF(3,3,3); // S
glutWireCube(1) // cube centered at origin
- Select one transformation listed above and give the 4x4 transformation matrix to which it is equivalent.
- Draw a series of diagrams showing how the cube will move from modeling coordinates to the final position. Label each step with the corresponding openGL command.
- Using the matrices named in the comments, give the final transformation matrix. (You do not need to write 4x4 matrices, just the variables given in the comments.)
- Explain how such transformations impact graphics hardware.