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content/posts/custom-3d-engine/index.md

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@@ -138,7 +138,7 @@ However, if you look at the two functions above, you'll realize they return 4x4
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matrices while our coordinates are 3d. How to use these matrices then ? The
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answer is [homogeneous
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coordinates](https://en.wikipedia.org/wiki/Homogeneous_coordinates). To make
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along story short, homogeneous coordinates are best to deal with transformation
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a long story short, homogeneous coordinates are best to deal with transformation
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and projections in 3D. In our case, because we're dealing with vertices (and
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not vectors), we only need to add 1 as the fourth coordinates (w) to all our
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vertices. Then we can apply the perspective transformation using the dot

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