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* The projection matrix <math>P</math> applies the projection of your camera, typically an orthographic or a perspective camera. The perspective camera shrinks objects in the distance. | * The projection matrix <math>P</math> applies the projection of your camera, typically an orthographic or a perspective camera. The perspective camera shrinks objects in the distance. | ||
===Model Matrix=== | |||
[https://gamedev.stackexchange.com/questions/16719/what-is-the-correct-order-to-multiply-scale-rotation-and-translation-matrices-f Order of matrices]<br> | |||
The model matrix is the product of the element's scale, rotation, and translation matrices.<br> | |||
<math>M = T * R * S</math> | |||
===View Matrix=== | ===View Matrix=== |