
52 Chapter 2 The Graphics System
and maps points from world space to view space. Points may be mapped from view
space to world space using the inverse,
X
world
1
=
Q
E
0
T
1
X
view
1
= H
−1
view
X
view
1
(2.62)
Just a reminder: Section 2.8.3 goes into great detail on the view matrix representation
for Wild Magic, OpenGL, and Direct3D. These details were essential in making a
single vertex shader program work for all the graphics APIs. You should definitely
read the details if you plan on using more than one graphics API.
2.3.5 Clip, Projection, or Homogeneous Space
We are now ready to take our points in view coordinates and project them to obtain
2D coordinates ...