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These are a set of algorithms that will be useful for various rendering techniques.
The normal for a vertex is vital information for computing lighting. Many mesh creation platforms will automatically compute vertex normals, but if you are getting a mesh from an arbitrary source, it is important to know how to compute those normals manually.
It is often useful to be able to manipulate the orientation of objects with the mouse. This algorithm explains how to do so.
Deferred Rendering techniques will often need to obtain an eye-space on the lighting passes. This algorithm demonstrates three mechanisms for computing this value, so that you don't have to fetch it from a texture.