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Homogeneous Coordinates

OpenGL works in the homogeneous coordinates of three-dimensional projective geometry, so for internal calculations, all vertices are represented with four floating-point coordinates
  (x, y, z, w) 
If w is different from zero, these coordinates correspond to the euclidean three-dimensional point:
 (x/w, y/w,z/w). 
You can specify the w coordinate in OpenGL commands, but that is rarely done.
If the w coordinate is not specified, it is understood to be 1.0.