![]() I say ‘camera’ with some reserve as there isn’t really a camera in OpenGL. One property of the orthographic projection is that shapes closer or further away from the ‘camera’ are the drawn as the same size i.e. We usually use two types of projection matrix which OpenGL provides by default.Īn orthographic projection maps a rectangular box to the cube defined above. we need to know the preimage of the cube so that we know where to place our vertices. ![]() So, we are interested in which section of is mapped to the above cube, i.e. Any vertices that are mapped to the cube bounded by This is a 4*4 matrix mapping vertices from. ![]() The section that we need to closely look at is the projection matrix. This is achieved through a four stage process as shown below. To understand why the square in the post before was rendered as a rectangle we need to understand how OpenGL transforms the 3D vertices we specify into 2D window coordinates.
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