I'm new to OpenGL and was wondering what do we use matrices for, if someone could explain me in abstract intuitive way, because when reading references or any tutorial, all of these take matrices as known mechanism. I've learned matrices in maths, but as English is not my native language, it's hard to figure out what does some stuff mean.
I found good example at www.learnopengl.com which says:
The model matrix. This matrix is used to place a model somewhere in the “world”. For example, if you have a model of a car and you want it located 1000 meters to the east, you will use the model matrix to do this.
The view matrix. This matrix represents the camera. If we want to view our car which is 1000 meters to the east, we’ll have to move ourselves 1000 meters to the east as well (another way of thinking about it is that we remain stationary, and the rest of the world moves 1000 meters to the west). We use the view matrix to do this.
The projection matrix. Since our screens are flat, we need to do a final transformation to “project” our view onto our screen and get that nice 3D perspective. This is what the projection matrix is used for.
This explains it pretty good. But, how do we build them? How large are they?
Also, I've read in this question: What does glLoadIdentity() do in OpenGL?
that:
glMatrixMode(GL_PROJECTION) deals with the matrices used by perspective transformation or orthogonal transformation.
glMatrixMode(GL_MODELVIEW) deals with matrices used by model-view transformation. That is, to transform your object (aka model) to the view coordinate space (or camera space).
What those transformation mean and how do they get calculated?
I know that here are many question, but I'm trying to make better conception of all of these to get better view on OpenGL. That's why I need some abstract explanation to dive into all details with understanding of conception beyond.