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Advanced info on Unity's camera matrix
Greetings,
I'm trying to learn the main concepts used behind Unity camera, in particular its matrix and having a few doubts that afaik aren't answered within Unity documention:
1) Is Unity camera based on OpenGL camera? For example, can the OpenGL tutorial on cameras found here be applied in Unity? If yes, then when representing a ModelViewProjection matrix, in Unity we have:
MVPmatrix = mainCamera.projectionMatrix * mainCamera.worldToCameraMatrix;
where MVP is a 4x4 matrix, while in OpenGL is represented through the following code:
MVPmatrix = projection * view * model;
Why the differences between the two methods?
3) When multiplying the previously mentioned MVPmatrix with a given Vector3[4] type, are we doing a conversion to homogeneous coordinates?
2) If the answer to 1) was "no", where can I get additional information on Unity's camera matrix?
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