In the second step of the geometry pipeline, the geometry within the
'view volume' is transformed by the camera (also implemented as matrices
internally) into `window coordinates' or whatever the target display
surface is. Cameras allow the user to look at the model from any angle.
Cameras must precede the objects to be viewed. (Inventor == VRML?)
Render culling takes place when an object is not `in camera' after being
transformed to view space. This is tested by transforming the bounding
box of the object.
All coordinate systems in VRML are right handed.
===
I my original review of the draft spec, I said it would be nice to have a
little
blurb on coordinate systems. Gavin said "good idea, when can we have it?"
That was only 6 months ago.
I am not an Inventor guru, but this is my understanding. Is it helpful?
How much of this gets in is up to Gavin, Tony & Mark. But if it ain't
ready...
-Jan