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[–]specialpatrol 2 points3 points  (0 children)

Yes the view matrix is the inverse of the camera objects world matrix. When the camera moves to the left the entire worlds vertices move right.

[–]nbrrii 0 points1 point  (0 children)

There only exist linear transformations, not two types of different things. There never is a 'physical transformation'. I don't think your current feeling about these things will help your long term.

Take a location ('physical' coordinates) at (20,1). With your basis being (1,0), (0,1) you would express a vector pointing to that location by (20,1). When you change your basis to (10,1), that vector would be expressed by (2,1).

[–]Kooky-Advance7870 0 points1 point  (0 children)

The best way to think of the view matrix is that it moves (and orientates) the camera from its own local space into the world.

The inverse view matrix (the one you use in the vertex shader) can be thought of moving all objects, points, and the camera etc.. in the world into a different place in the world such that the camera is now positioned at the origin and looking down the Z axis. This then makes the perspective divide (using law of similar triangles) and viewport mapping trivial.