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Trying to understand texture mapping algorithm

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Hi, I am trying to understand how a texture coordinate gets calculated. From what I have read on google most say that a vertex should be convert to view space coordinates. Many examples I see just do x/z and y/z for the conversion. However I wanted to confirm if I had my basic 3d understanding right - isn't the vector supposed to be multiplied by the world transformation matrix, then the modelview matrix and then the projection matrix to get into screen space. Thanks

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yes you are right except you forgot the viewport transformation which is a scale and bias matrix at the end in order to stay in screen...

i don't know why you need to know that for texture mapping at all ...

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