The Model matrix
This model, just as our beloved red triangle, is defined by a set of vertices. The X,Y,Z coordinates of these vertices are defined relative to the object’s center : that is, if a vertex is at (0,0,0), it is at the center of the object.
We can sum this up with the following diagram :
The View matrix
We went from World Space (all vertices defined relatively to the center of the world, as we made so in the previous section) to Camera Space (all vertices defined relatively to the camera).
Here’s the compulsory diagram :
The Projection matrix
We’re now in Camera Space. This means that after all theses transformations, a vertex that happens to have x==0 and y==0 should be rendered at the center of the screen.
And the final diagram :