Summary
In this chapter, we have explored the principal modelview, view, and projection matrices that comprise the OpenGL matrix stack. As discussed, these matrices are key to understanding how model coordinates are transformed into screen positions for the rendering of objects. No matter which graphics engine you work with, these matrices are always present. As you move into vertex/fragment shading, it is key that you understand the role each of these matrices plays, and the order they are applied to model coordinates.
In the next chapter, we will work further to improve the maneuverability of the camera that we created herein by adding advanced movement and rotational abilities. This will allow you to fly the camera through the scene and orient it for viewing from any angle.