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Silly_con

3D Graphic Spaces

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I have no clear the differences between spaces, and how affect to final result: - world space - local space - object space - model space - projection space - view space - camera space - clip space - texture space and, when space matrix are concatenated like: - ModelView - WorldViewProjection - concatenations inversed, transposed or inversed and transposed. how are multiplied? ModelView = Model * View or ModelView = View * Model WorldViewProjection = World * View * Projection or WorldViewProjection = Projection * View * Projection or ... I believe that works different in ogl than in d3d, but I have see shaders using mul(matrix,vector) in d3d, and other shaders using mul(vector,matrix) in d3d too and the two worked well, and the same with ogl.

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The reason why you might see mul(Vector,Matrix) vs. mul(Matrix,Vector) is because of the fact that some people represent matrices in column-major formats (it''s the common methodology in academia and in print), and others represent them in row-major formats (because computers like that better, usually). Either way is technically valid and not really worth worrying about too much, so long as you know which way is "up", so to speak. It''s similiar to the differences between OGL using a right handed coordinate system and d3d using a left handed one (by default).

It makes no real difference, but it''s probably a good idea to find one method of doing something, and sticking to it.

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Guest Anonymous Poster
world space refers to absolute cartesian coordinates, local/object/model are the same, the local cartesian coordinates of an object. Projection/Camera space are the transformation to a clip space, based on camera caracteristics (fov, nearz ...). Clip/Screen/view space are the 2D system of screen, before clipping, zbuffering ... scene and passing it to NDC coordinates.

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Thanks, I have clear almost all about spaces now, but I have still confusion about matrix concatenation order.

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I have read this article, but I still have problems using and understanding concatenation order, change of space ...

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