What is the purpose of the canonical view volume?
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Published on 2010-12-07T21:18:02Z
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I'm currently learning OpenGL and haven't been able to find an answer to this question.
After the projection matrix is applied to the view space, the view space is "normalized" so that all the points lie within the range [-1, 1]. This is generally referred to as the "canonical view volume" or "normalized device coordinates".
While I've found plenty of resources telling me about how this happens, I haven't seen anything about why it happens.
What is the purpose of this step?
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