Model Space
- x, y, z ∈ R
- To next space: Transformation Matrix
World Space
- x, y, z ∈ R
- To next space: Viewing Matrix
View Space
- x, y, z ∈ R
- To next space: Projection Matrix & Perspective Devide
Clip Space(Right-hand)
- -1 ≦ x ≦ 1, -1 ≦ y ≦ 1, -1 ≦ z ≦ 0
- To next space: Right-to-Left Matrix
Clip Space(Device)
- -1 ≦ x ≦ 1, -1 ≦ y ≦ 1, 0 ≦ z ≦ 1
- The default space of OpenGL, Direct3D(Model, View, Projection Matrix are identity)
Screen Space
- 0 ≦ x ≦ Width of window
- 0 ≦ y ≦ Height of window
I add a new space "Right hand clip space" between view space and clip space. It is because that the default space of OpenGL & Direct3D is left hand coordinate.
I use left-hand coordinate to localate the position, but use right-hand to define normal. It offen confuse me.
So, I prefer to put a matrix to make the default space right-hand coordinate.
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