[Episode 24] Projection Matrix and glm::perspective

Описание к видео [Episode 24] Projection Matrix and glm::perspective

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►Lesson Description: In this lesson we fix a problem where we could not properly move our object in the 'z' direction. We certainly could try, but we would not be able to get a correct perspective projection in our code example. In order to properly render, we need to multiply each of our vertices by a 'projection matrix' (specifically a perspective one in this lesson) in order to 'squish' our 3D positions into the appropriate place on a 2D screen to give the illusion of 3D.

00:00 Introduction
00:30 The problem -- no perspective projection
00:57 Blender3D perspective versus orthographic projections
01:59 perspective projection example with railroad tracks
02:56 Perspective Projection Matrix
03:48 glm library perspective matrix
04:48 lack of perspective in our code.
05:28 Adding perspective matrix uniform
09:47 Fixing a few errors
11:20 Program compiles, but not quite working perspective
13:06 Adding in the 'w' component for correct perspective divide.
14:20 Review on our transformation spaces
15:44 Code Review and quick refactor on naming
18:10 Conclusion

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