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Clip space is in 3d. You have a depth buffer and three coordinates. There's no way around that: it's 3d. What you're saying is "3d" is just utility functions t
by overgard 12y ago
Clip space is in 3d. You have a depth buffer and three coordinates. There's no way around that: it's 3d.
What you're saying is "3d" is just utility functions to transform something into clip space. The reason they got rid of those in OpenGL ES (and WebGL is based on ES) is that most of it was useless outside of demos. pushMatrix/popMatrix/translate/rotate/scale are simple to use, but as soon as you need to do something like interpolate a camera between two rotations you end up doing your own vector math and using glLoadMatrix anyway.