Session 55

A Matter of Perspective

Returning to OpenGL, we dive into perspective rendering. Previously, we’ve rendered a single square in a flat plane, but to draw a scene that looks three dimensional to our brains, we’ll need to get more complex and start mimicking how our eyeballs perceive the world.

After going through the math, we sketched out a clean-room implementation for drawing a cube in perspective based on the WebGL2 Fundamentals examples. Stick around to the end of the video to see one heck of a red-and-black spinning cube.