That's what I understand about graphic pipeline (Opengl) so far, can someone confirm that?
Object space: Object (geometry) specific coords;
World space: rotate, translate and scale the object to world space;
- Eye space: Frustum that limits the world view, with a projection matrix that projects 3d coord in a 2d plane (near plane?), scaling it when necessary and clipping it when its out of frustum/eye space
I've read that eye space reverses the Z axis, so, an original +z vertex turns backward from eye, why?