Let's summarize what we've learned in this chapter:
- There is no camera object in WebGL. However, we can build one using the Model-View matrix.
- 3D objects undergo several transformations to be displayed on a 2D screen. These transformations are represented as 4x4 matrices.
- Scene transformations are affine. Affine transformations are constituted by a linear transformation followed by a translation. The WebGL groups affine transforms into three matrices: the Model-View matrix, the Projection matrix, and the Normal matrix, and one WebGL operation: gl.viewport().
- Affine transforms are applied in projective space, so they can be represented by 4x4 matrices. To work in projective space, vertices need to be augmented to contain an extra ...