Original Post
Hi, I am trying to understand how a texture coordinate gets calculated. From what I have read on google most say that a vertex should be convert to view space coordinates. Many examples I see just do x/z and y/z for the conversion. However I wanted to confirm if I had my basic 3d understanding right - isn't the vector supposed to be multiplied by the world transformation matrix, then the modelview matrix and then the projection matrix to get into screen space. Thanks