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  Spacial claraifications  (Read 607 times)
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Offline BrassApparatus

Junior Member





« 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 Coder


Medals: 29



« 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

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Offline BrassApparatus

Junior Member





« 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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