Game Development Reference
In-Depth Information
Original
position
Step 1.
Translate
Step 2.
Rotate
Figure 3.9
Transforming everything
from world space to camera
space by translating, then
rotating
leave this to the graphics API if you are working at a high level and not
writing your own shaders. Second, camera space isn't the “finish line” as
far as the graphics pipeline is concerned. From camera space, vertices are
transformed into clip space and finally projected to screen space. These
details are covered in Section 10.2.3.
So we've seen how we can compute world-space coordinates from object-
space coordinates by imagining moving the model from the origin to its
position in the world. Then we could compute camera-space coordinates
from world-space coordinates by shifting the entire world to put the camera
 
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