homogenous-transformation

Should I always normalise a point after a homogenous transformation?

I'm just starting out with 3D math/programming and I have a question about point normalization: When doing transformations such as rotations, scaling, camera and perspective projections should I always normalize points so that w is 1 between transformations, or is it better to leave it until I'm ready to display them? Is there any reaso...

Why does sign matter in opengl projection matrix

I'm working on a computer vision problem which requires rendering a 3d model using a calibrated camera. I'm writing a function that breaks the calibrated camera matrix into a modelview matrix and a projection matrix, but I've run into an interesting phenomenon in opengl that defies explanation (at least by me). The short description is...