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John Gatward committed 2026-10-04 15:24:17 +01:00
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- A cube has one vertex at each corner which are positioned relative to the centre of the cube
- In model space there is no information about where a model is relative to anything in the world, there is only information about the relative positions of the vertices which make up the model
- **World Space**
- World space is relative top a larger coordinate system
- World space is relative to a larger coordinate system
- Vertices are positioned in model space and then all moved to the appropriate position in the world
- **View Space**
- View space has all vertices from the perspective of the viewer
@@ -17,11 +17,11 @@
- **Clip space**
- Clip space is an intermediate space after vertices have been projected to what is going to be drawn to the screen
- **Normalised Device Coordinate space**
- NDC space is almost identical to the pixels on the screen.
- NDC space is almost identical to the pixels on the screen.
- Vertices inside the NDC space will be rendered at those positions
- **Screen space**
- Screen space maps directly to the pixels on the screen
- From now vertices can be used to construct triangles, which are rasterised and the appropriate pixels are coloured
- From this point, vertices can be used to construct triangles, which are rasterised and the appropriate pixels are coloured
- Model Transform
- The transformation of vertices from model space to world space
@@ -32,7 +32,7 @@
- Perspective Division
- The division of each component by its homogeneous $w$ component
- Viewport Transformation
- The mapping of normalised coordinates to vertices at screen pixel coordinates
- The mapping of normalised coordinates to vertices at screen pixel coordinates
#### View Space with Frustum