OpenGL - There Is Only One Coordinate Space

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  • เผยแพร่เมื่อ 14 ธ.ค. 2024
  • Model, world, and view (camera) coordinate spaces are the three coordinate spaces, or are they really?

ความคิดเห็น • 6

  • @AlbertRyanstein
    @AlbertRyanstein ปีที่แล้ว

    What's the software called? TY

  • @MasterJake777
    @MasterJake777 10 ปีที่แล้ว +4

    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?

    • @JamieKingCS
      @JamieKingCS  10 ปีที่แล้ว +3

      Yep!

    • @MasterJake777
      @MasterJake777 10 ปีที่แล้ว +4

      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.

  • @morlankey
    @morlankey 7 ปีที่แล้ว +2

    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?

    • @brwok57
      @brwok57 6 ปีที่แล้ว +1

      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.