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WebGL Beginner's Guide by Brandon Jones, Diego Cantor

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Time for action — exploring translations: world space versus camera space

  1. Open ch4_ModelView_Translation.html in your HTML5 browser:
    Time for action — exploring translations: world space versus camera space
  2. We are looking from a distance at the positive z-axis at a cone located at the origin of the world. There are three sliders that will allow you to translate either the world or the camera on the x, y, and z axis, respectively. The world space is activated by default.
  3. Can you tell by looking at the World-View matrix on the screen where the origin of the world is? Is it [0,0,0]? (Hint: check where we define translations in the Model-View matrix).
  4. We can think of the canvas as the image that our camera sees. If the world ...

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