What are OpenGL® coords?

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OpenGL coordinates are numerical values used to locate points in a 3D virtual space. They are similar to points on a graph and have three values for the X, Y, and Z axes. Negative values indicate left or down, while positive values indicate right or up. The Z-axis represents the distance from the viewer. These coordinates allow for precise object creation within the virtual environment.

OpenGL® coordinates are numerical values ​​that indicate specific locations within a three-dimensional (3D) virtual space. These values ​​are individual points similar to those plotted on a graph in math activities in arithmetic and algebra. Using this type of system, coordinates can be identified by three different values ​​indicating the position of that particular point in each of the three directions. OpenGL® coordinates are usually indicated along a “Y axis”, which is an up or down position; the “X axis” which determines the position of a point to the left or right of center; and a “Z-axis” that indicates how close or far from a viewer the point is.

The system used to designate the location of OpenGL® coordinates is quite similar to that used to graph equations and values ​​in mathematics. While these systems typically have two directions and values, an “X” and a “Y” value, the system used in OpenGL® has a third value for determining where an object is in 3D space. These are used by a programmer to assign particular OpenGL® coordinates to different points, which can be used to create objects in the program.

An easy way to imagine the use of OpenGL® coordinates is to consider a basic graph used in mathematics. This type of system has a horizontal line and a vertical line, or an X-axis and a Y-axis. A point at the intersection of these two is typically denoted by the coordinate (0, 0) with the first number representing the X-axis and the second indicating the position on the Y axis.

OpenGL® coordinates use a similar system and allow object creators in the program to assign values ​​to distances along those axes. Numeric values ​​are then used to indicate how far a point is from that central intersection of (0, 0). Negative values ​​indicate left or down on the axes, while positive values ​​represent positions to the right or up from the intersection. This means that a point at (1, 1) is one unit to the right of the center point and one unit above it.

In addition to these two axes, OpenGL® coordinates also use a Z axis, which represents the third dimension of space. Basically, this value controls how close or far a point is from the invisible camera’s viewing position within the space. This camera represents a viewer if it was inside the virtual environment created using OpenGL®. A positive value on the Z-axis indicates an object closer to the camera than the intersection point, while a negative number is used for points further away.

The full OpenGL® coordinate system allows someone to pinpoint the precise location of a point within virtual 3D space. Someone can then point to a point at (1, 2, 3), which is an object one unit to the right, two units up, and three units towards a viewer from the center point. You could create a second point at (-1, 2, -1) which would be one unit to the left, two units up and one unit away from the observer from the center point. These two points can then be connected by a line that can exist within the 3D environment, with additional points and lines creating more complex shapes.




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