To state my interpretation of this video in Linear Algebra terms, it seems like you have one vector space (R^3) that everything lives in, and the transformation matrices just change your basis or how you view the vector space. Does this sound right?
Even after applying the perspective matrix the vertices still use the depth buffer, otherwise the back and the front of the meshes would overlap. The *actual* R³ -> R² transformation has nothing to do with these matrix multiplications; depth testing is what you're referring to.
What's the software called? TY
To state my interpretation of this video in Linear Algebra terms, it seems like you have one vector space (R^3) that everything lives in, and the transformation matrices just change your basis or how you view the vector space. Does this sound right?
Yep!
Awesome! It feels good to understand these things. Thanks so much for making this series. You make by far the best OpenGL videos I've ever seen.
Couldn't you say that the screen space is a different space from the 3D space? Screen space is R^2 and 3D space is R^3?
Even after applying the perspective matrix the vertices still use the depth buffer, otherwise the back and the front of the meshes would overlap. The *actual* R³ -> R² transformation has nothing to do with these matrix multiplications; depth testing is what you're referring to.