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bene81

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Hey In shaders you often find something like this worldPosition = gl_ModelViewMatrix * gl_Vertex;; eyePosition = normalize( worldPosition.xyz / worldPosition.w ); I dont understand this because the mv matrix has only 0 0 0 1 in the last row, and vertices are (x,y,z,1), so I assume wordPosition.w is always 1. So why is there the division by w ?

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AFAIK, if you have any weird transformations going on, w will change. I always use only rotation & translation so it's always 1. If you want, expand the matrix multiplications of the modelview,and you'll probably see in which cases w is changed

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Yeah, those are homogenous coordinates. Note that vertices does not have to be (x,y,z,1), you can set (x,y,z,w) with glVertex4* functions. Also with w==0 the point is assumed to be at infinite distance.

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