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So all the transformation matrices are "graphics style" instead of vision style. In graphics we like to keep everything 4x4, since it's (a) better aligned in memory, (b) does not discard any information. The view matrix transforms things from "world space" to "camera space". This is rigid. The projection matrix goes from there to normalized device coordinates, which is some cube, usually with sides of 2 units. The actual transformation into image space (or fragment space) gets done for us on the graphics card.
The reason that all elements are nonzero is because we pull these transforms out of GPU memory before a render call, and GTA sends just one transformation to the GPU, (P * V). We then construct a view matrix based on the camera location as reported by the scripting API and use it to extract just the projection matrix. The nonzero elements come about from floating point precision losses during this process. The nonzero elements (aside from the usual nonzero elements of a projection matrix) should be quite close to zero.
The depth is in NDC space.
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Thanks for answers. I am still not sure whether I understood all of it.
What exactly is the device coordinates and how does it differ from the "camera space"?
And I did not get that "with sides of 2 units" means.
So when actual transformation into image space gets done for us on the graphics card, does it mean that it's not possible to calculate it from matrices in the postprocessing, but we need to calculating during the extraction, when GTA V is running, via the native call for transformation?
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