Ok so I’m learning OpenGL through the arcsynthesis tutorials and ra4king’s ports.
I’m a little fuzzy on something. Could someone help clarify the roles of the different spaces in OpenGL?
Just something simple to help clarify NDC/Camera/Clip/?? spaces. Its a little hard to grasp at first.
http://fly.cc.fer.hr/~unreal/theredbook/figures/fig3-1.gif
http://fly.cc.fer.hr/~unreal/theredbook/figures/fig3-2.gif
These two pictures are from the red book. I found them to clarify everything for me.
you can think of spaces in OpenGL as local coordinate-systems
i.e. if we both stand on a 100m race track, me at 50m and you at 70m.
YOu are now standing +20m to my relativ space.
So in computer graphics we usualy have 4 spaces:
- object/local/model space, relative to the object - your model files are all in this space
- world/global space the coordinate system of your game
- camera/view/eye space relative to your camera - let you know if a object is i.e. 1m far of your face
- screen space on which screen pixel a object is located
one always use a matrix to convert from one space to another, to get the other direction one can use the invers of that matrix
Thank you both! That helps clarify things a lot. It is difficult to grasp, especially with w thrown in