matrix - webgl - model coordinates to screen coordinates -


im having issue calculating screen coordinates of vertex. not webgl issue, more of general 3d graphics issue.

the sequence of matrix transformations im using is:

result_vec4 = perspective_matrix * camera_matrix * model_matrix * vertex_coords_vec4

model_matrix being transformation of vertex in local coordinate system global scene coord system. understanding final result_vec4 in clip space? should in [-1,1] range. not im getting... result_vec4 ends containing standard values coords, not corresponding correct screen position of vertex.

does have ideas might issue here? thank thoughts.

to go in clip space need project result_vec4 on hyperplane w=1 using:

result_vec4 /= result_vec4.w 

by applying perspective division result_vec4.xyz in [-1,1].


Comments

Popular posts from this blog

javascript - Count length of each class -

What design pattern is this code in Javascript? -

hadoop - Restrict secondarynamenode to be installed and run on any other node in the cluster -