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Spaces
Space in Unreal | Other Names | Description |
---|---|---|
Tangent | Orthogonal (can deviate after interpolation), can be left or right handed. The TangentToLocal transform contains rotation only, so it is OrthoNormal (can be inverted by transposing). | |
Local | Object Space | Orthogonal, can be left or right handed (triangle cull order needs adjustment). The LocalToWorld transform contains rotation, non-uniform scaling (including negative non-uniform scaling which can change the winding order), and translation. |
World | The WorldToView transform contains only rotation and translation, so distances in View space are the same as in World space. | |
TranslatedWorld |
Translated matrices are used to remove camera position from the combined transform matrices, which improves precision when transforming vertices. |
|
View | CameraSpace | The ViewToClip transform contains scale on x and y, but no translation (which would be an off center projection). It scales and translates z. It also applies a projection to convert into the homogeneous ClipSpace. |
Clip | HomogeniousCoordinates, PostProjectionSpace, ProjectionSpace | After the perspective projection matrix was applied. Note that W in Clip space is the same as View Space Z. |
Screen | NormalizedDeviceCoordinates from OpenGL | After the perspective divide:
|
Viewport | ViewportCoordinates, WindowCoordinates | In pixels :
|
Space Transformations
Transformation between spaces should always be named using the form X To Y.
Examples:
- WorldToView
- TranslatedWorldToView
- TangentToWorld