Let's summarize what we've learned in this chapter:
- There is no camera object in WebGL. However, we can build one using the Model-View matrix.
- 3D objects undergo several transformations to be displayed on a 2D screen. These transformations are represented as 4x4 matrices.
- Scene transformations are affine. Affine transformations are constituted by a linear transformation followed by a translation. The WebGL groups affine transforms into three matrices: the Model-View matrix, the Projection matrix, and the Normal matrix, and one WebGL operation: gl.viewport().
- Affine transforms are applied in projective space, so they can be represented by 4x4 matrices. To work in projective space, vertices need to be augmented to contain an extra term, namely w, which is called the perspective coordinate. The four-tuple (x, y, z, w) is called Homogeneous coordinates. Homogeneous...