Imagine someone running from location to location in a scene, with a camera in hand as they create cubes, triangles, etc.
Something like this:
/*****************/
glLoadIdentity();
gluLookAt(/some location/);
//glVertex calls here
glLoadIdentity();
gluLookAt(/another location/);
//more glVertex calls go here
/etc*********/
When I do this, what happens onscreen?
Does the cube I place, say, three units in front of me at the first camera position wind up “interfering” with a another cube I may put three units in front of me at the second camera position?
In other words, is the first cube immediately transformed and projected into screen coordinates when it’s created, and would these screen coordinates overlap with the second cube’s?
I understand things fairly well when gluLookAt(…) is called at the start of a modeling scene, but when it’s called multiple times, after primitives have been created, I get a little confused.