In 3d graphics its common to talk about different spaces, when actually meaning coordiante systems of different 'views'.
todo: patch that visualizes the spaces with Axis.v4p
The coordinate space in which the vertices of a mesh are specified is called the object space. When preparing meshes for use in vvvv it makes sense to think about the objects spaces dimensions. If you need realistic scaling from between different meshes you'd best think of one unit in object space being equal to 1 meter in real life.
Otherwise if you're just dealing with a bunch of objects that need no special sice it's often useful to keep their vertices within a 1 unit cube.
The coordinate system of the 3d scene is called the world space. When placing a Mesh into world space it first sits with its own center at the worlds center. To position a Mesh in the scene its vertex positions are multiplied with a so called WorldMatrix. The WorldMatrix is the transform input pin directly on the Effect node.
View space is the coordinate system relative to the camera. To place a Mesh into the view space its vertex positions (in world space) are multiplied by the ViewMatrix. The ViewMatrix is specified via the view transform input on the Renderer (EX9) node. It defines position and rotation of the camera.
The projection space finally is the 2d space of the screen. To project a Mesh onto the screen its vertex positions (in view space) are multiplied by the ProjectionMatrix. The ProjectionMatrix is specified via the projection transform input on the Renderer (EX9) node.
Texture space is the 2d coordinate system of a texture, ranging from 0/0 (topleft) to 1/1 (bottomright). It is used by the sampler to lookup for pixels at a particular position in a texture. msdn about Texture Coordinates
anonymous user login
~2h ago
~2h ago
~3h ago
~3h ago
~7h ago
~13h ago
~21h ago
~21h ago
~23h ago
~1d ago