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  Spacial claraifications  (Read 1722 times)
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Offline BrassApparatus

Junior Devvie

« Posted 2013-04-21 12:14:03 »

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.
Offline quew8

JGO Knight

Medals: 53

« Reply #1 - Posted 2013-04-22 15:51:24 »

Click to Play
Click to Play

These two pictures are from the red book. I found them to clarify everything for me.
Offline Danny02
« Reply #2 - Posted 2013-04-22 16:55:11 »

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

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline BrassApparatus

Junior Devvie

« Reply #3 - Posted 2013-04-22 20:17:44 »

Thank you both! That helps clarify things a lot. It is difficult to grasp, especially with w thrown in Smiley
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