I am trying to convert a 3d point into a 2d point using a perspective projection. I'm new to OpenGL and may not have fully understood how this works. How exactly do I calculate the near and far values?
The vertex values I want to consider are between 1, 1, 1 and 16, 16, 16. So if I consider a output texture of size 16 x 16. Will my near and far be 0 and 16 respectively?
Does this transformation take care of scaling my vertex values between 0 and 1 as well?