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PROJECTION / MODELVIEW matrix analogy?
It seems to me that the projection matrix and the modelview are very similar.
once I tryed this:
glMatrixMode(GL_PROJECTION);
// call identity, setup perspective
gluLookAt(...);// or any other way to set the cam
glMatrixMode(GL_MODELVIEW);
// render something
then I tryed
glMatrixMode(GL_PROJECTION);
// call identity, setup perspective
glMatrixMode(GL_MODELVIEW);
gluLookAt(...);// or any other way to set the cam
// render something
and I noticed they work both.
Is there a good reason or I'm just confused?
tnx
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Junior Member
Regular Contributor
Re: PROJECTION / MODELVIEW matrix analogy?
They are both 4x4 matrices. There is nothing special about them. First, the vertices are transformed by the modelview matrix, then they are transformed by the projection matrix.
However, it is important for features like fog that the result of applying the modelview matrix is view space.
[This message has been edited by Jambolo (edited 07-23-2002).]
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Re: PROJECTION / MODELVIEW matrix analogy?
mmmm... yes now I understand thanx
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