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OpenGL Trying to understand various matrices and transformations in OpenGL

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Hi, Basic Question - In OpenGL World Vector * ModelView Matrix = View Space Coordinates(aka Camera Space Coordinates) World Vector * Inverse of Model View Matrix = Object Space Coordinates View Space Coordinates * Projection Matrix = Screen Space Coordinates Screen Space Coordinates * Inverse of Projection Matrix = View Space Coordinates Object Space Coordinates * ModelView Matrix = World Vector Are these correct ? Anything else that I should be aware of or I missed ? Thanks

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