i've been drawing directly into homogenous clip space (the 2x2x2 cube centered around 0,0,0) in opengl and i've realized that the perspective transformation matrix transforms all geometry from one right-parallelipid (view-space) to another right-parallelipid (homogenous clip-space).
so, why the heck does every opengl article use a non-right-parallelipid frustum to illustrate how projection works? i understand that the perspective transformation matrix will cause everything to get scaled by a term containing its distance from the camera and the camera's distance from the plane... is the traditional frustum illustration trying to explain that? or are we truly entered some warped space at some point in the perspective transformation? if so, how are we ending up back at a right-parallelipid (homogenous clip-space) at the end of it all?
w
), and then window-space after the viewport transformation is applied. NDC and window-space are also 4D, if you divide them byw
you actually go back to the cube you had in clip-space becauseNDC_w
andwindow_w
are1/clip_w
. – Andon M. Coleman