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Question 3 (12 marks) In the 3D world coordinate system, there is a square with four corners: A = (2, 4, 4), B = (4,
Question 3 (12 marks) In the 3D world coordinate system, there is a square with four corners: A = (2, 4, 4), B = (4, 4, 4), C = (4,4, 1), and D= (2, 4, 1). All the coordinates are integers. It will be rotated counter clockwise by 0 at its center point about the positive z- axis direction, where 0 is given. (a) (4 marks) Use glBegin and glEnd to create this square in OpenGL. (b) (4 marks) Show, in the correct order, the 4 x 4 matrices that achieve the above transformation, i.e., show a matrix first if the transformation corresponding to the matrix is done first. (c) (4 marks) Write the corresponding code segment for the OpenGL functions that would be required (in the order they should appear in the code) to achieve the above transformation. Also you need to specify which stack should be selected and how it is initialized. Question 3 (12 marks) In the 3D world coordinate system, there is a square with four corners: A = (2, 4, 4), B = (4, 4, 4), C = (4,4, 1), and D= (2, 4, 1). All the coordinates are integers. It will be rotated counter clockwise by 0 at its center point about the positive z- axis direction, where 0 is given. (a) (4 marks) Use glBegin and glEnd to create this square in OpenGL. (b) (4 marks) Show, in the correct order, the 4 x 4 matrices that achieve the above transformation, i.e., show a matrix first if the transformation corresponding to the matrix is done first. (c) (4 marks) Write the corresponding code segment for the OpenGL functions that would be required (in the order they should appear in the code) to achieve the above transformation. Also you need to specify which stack should be selected and how it is initialized
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