![]() In particular, the perspective projection matrix has often baffled me. ![]() I haven’t been able to find a good analysis of how to derive the matrices. In particular, as we move towards OpenGL 3.0 and 4.0 and OpenGL ES 2.0, these newer standards are removing all of the built-in matrix stuff (for example, all of the above three functions have been removed) and you have to do all of this stuff manually. But I like a deep understanding of how my software works, so I wanted to work out the maths behind these matrices. Since graphics toolkits give us the matrix formulae directly, it is very easy to go on using them without truly understanding how they work. When we use OpenGL, the first thing we are told is to “just call” a bunch of matrix manipulation functions, like glTranslate, glScale, gluPerspective, etc, and it’s easy to go on building 3D worlds without understanding how these matrices work. ![]() All 3D graphics programming requires that we manipulate matrices, for transformation and projection.
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