Lecture 2: Graphics Pipeline Review
- C++ and CMake review
Graphics Pipeline Review
Object space: the coordinates stored in the mesh file, uploaded to the VBO, and sent to vertex shader as in vec3 vPosition
World space: M * vPosition
View space: V * M * vPosition
Clip space: P * V * M * vPosition
Normalized device coords: clip.xyz / clip.w
Window coords: gl_FragCoord
Matrix & Vector Review
- 471 Vectors Lecture
- 471 Matrices Lecture
- 471 Matrix Operations Lecture
- 471 Coordinate Transforms Lecture
- 471 Matrix Transforms Lecture
- 471 Hierarchical Transforms Lecture
Who can tell me what’s wrong with this code?
glm::mat4 model, view, projection;
glm::vec4 pos = glm::vec4(1.1, 3.2, 9.7, 1.0);
glm::vec4 worldSpacePos = pos * model;