![]() These NDC are then given to the rasterizer to transform them to 2D coordinates/pixels on your screen. ![]() What we usually do, is specify the coordinates in a range (or space) we determine ourselves and in the vertex shader transform these coordinates to normalized device coordinates (NDC). That is, the x, y and z coordinates of each vertex should be between -1.0 and 1.0 coordinates outside this range will not be visible. OpenGL expects all the vertices, that we want to become visible, to be in normalized device coordinates after each vertex shader run. In the last chapter we learned how we can use matrices to our advantage by transforming all vertices with transformation matrices. Coordinate Systems Getting-started/Coordinate-Systems
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