2 ms·
All 3D rasterization techniques ultimately put the camera at the origin. That's why you have different coordinate systems (model vs. world vs. view/camera) and
by atq2119 3y ago
All 3D rasterization techniques ultimately put the camera at the origin. That's why you have different coordinate systems (model vs. world vs. view/camera) and transforms between them.
- amelius 3y agoYes, of course, but the coordinates in the original scene (before transformation) are typically done in floats. I also get that this is convenient, but the point is that it is not how a purist would do it.