What is the exact order/ steps to do in order to transform 3D world coordinates to 2D screen coordinates. I have done the two matrix multiplications with the ViewMatrix and the ProjectionMatrix. I check with the "w" value if a point is behind the near-clipping plane of the view frustum, but I don't understand how to react to this statement. Which type of coordinates do I get with clipping and what do I do next with these coordinates. Thank you for your answers.
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see [Mathematically compute a simple graphics pipeline](https://stackoverflow.com/a/21100338/2521214) – Spektre Dec 18 '20 at 13:52
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After mutiplying by the projection matrix you are in clip space. Checkout wikipedia article on clip space: https://en.m.wikipedia.org/wiki/Clip_coordinates – Mauricio Cele Lopez Belon Dec 21 '20 at 19:53