I want to obtain the view vector. Thereafter I want to calculate the angle between the normal and the view vector, to determine which faces are fully visible, partially visible and not visible.
A similar question sight vector in opengl might shed some light on this topic. Please correct me if I am wrong, the line of sight presented in 1 is the same as the view vector. If so, the fundamentals are not clearly presented and discussing it might clarify things for a new beginner.
The problem is linking the theory into code and understanding what are ProjectionMat, ModelView, Vetexpos and how to obtain it? I assume it can obtained as such:
glGetFloatv(GL_PROJECTION_MATRIX, projection);//returns the matrix of projectionview
glGetFloatv(GL_MODELVIEW_MATRIX, modelview); //returns the identity matrix of modelview`
However, how does one get the vertexpos? Furthermore, do you find the cross product of the entire matrix or just for the x,y,z coordinates?
If this is not the correct way to calculate the view vector, how does one achieve?