New answers tagged

0

Well that looks right to me. your projection matrix should be bringing you into normalized device coordinates which range from [-1,1], correct? The Z value should represent your depth and is used by the depth buffer, if I'm not mistaken. If you're in 2D using 4x4 matrices, I would imagine you should expect to see 0 in every Z output, as that zero should ...


0

Transpose of a matrix is the same as inverting the matrix, as long as the matrix is orthogonal. So if your gl_ModelView matrix transforms from model space to view space, then the transpose (inverse) of that matrix will transform from view space to model space.


Top 50 recent answers are included