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1: camera space, like Andon said. 2: the projection matrix contains those Fx,Fy values (f and f/aspect) at cells [0][0] and [1][1] see https://www.opengl.org/sdk/docs/man2/xhtml/gluPerspective.xml 2x/Vx-1.0 is to convert from screen pixel coordinates which are from (0, 0) to (WIDTH, HEIGHT) to 3D projected coordinates that are from -1 to 1. 3: the "real" ...

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