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mengha

Matrix's and Spaces?

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Just a couple of questions I was wondering about. I often see people talking about different matrix's like the World Matrix, Projection Matrix etc. What is the difference between them? I also see people talking about 'spaces' like World Space, Texture Space etc. What are they? And why do you need to convert between them sometimes? Why does for example, multiplying an objects matrix with the world matrix change how it is displayed? What happens? Thanks alot.

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My first suggestion is to get a good introductory book, such as '3D Math Primer'. That book in particular addresses most of the questions in your post in a methodical and easy-to-understand manner.
Quote:
I often see people talking about different matrix's like the World Matrix, Projection Matrix etc. What is the difference between them?
In most graphics systems, geometry goes through a 'pipeline'. Consider that most geometry starts out as a model (such as a character or weapon) that is usually centered at the origin and aligned with the world axes, or static geometry defined in world space. Ultimately, that geometry gets displayed on your screen in 2d. In between there are several stages, most of which involve transforming a vertex by a matrix. The OpenGL Red Book has a good summary of the pipeline (OpenGL-specific, of course, but still fairly general). A full description of the pipeline is a little much for a single post, but there are plenty of references.
Quote:
I also see people talking about 'spaces' like World Space, Texture Space etc. What are they? And why do you need to convert between them sometimes?
A 'space' is generally a coordinate space, usually in 2d or 3d. A coordinate system has an origin and a set of basis vectors that define it. As for the need to convert between them, the aforementioned pipeline is an example: to reach the screen, a vertex must be converted from model space, to world space, to camera space, to clip space, to screen space.

Again, any good introductory reference will address all these issues.

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