How should I think about perspectives and rotation in OpenGL ES?
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Published on 2010-03-17T18:59:22Z
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As I start to write rendering code, how do I want to consider my drawing operations?
Will they always be relative to a fixed coordinate system on the screen, or does this change based on the camera perspective?
The best example I can try to come up with is say I'm at (0,0,0) and I draw a line to (3,3,3). If I change the perspective +1 on the X axis and conduct the same operation, does it happen at (4,3,3), or am I just getting a new view of the line still being made at (3,3,3)?
When doing rotation, am I moving the point from which a frustum emanates, or am I moving the rendering underneath?
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