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Home/ Questions/Q 6590231
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T17:16:26+00:00 2026-05-25T17:16:26+00:00

I’ve been writing a 2D basic game engine in OpenGL/C++ and learning everything as

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I’ve been writing a 2D basic game engine in OpenGL/C++ and learning everything as I go along. I’m still rather confused about defining vertices and their “position”. That is, I’m still trying to understand the vertex-to-pixels conversion mechanism of OpenGL. Can it be explained briefly or can someone point to an article or something that’ll explain this. Thanks!

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  1. Editorial Team
    Editorial Team
    2026-05-25T17:16:26+00:00Added an answer on May 25, 2026 at 5:16 pm

    This is rather basic knowledge that your favourite OpenGL learning resource should teach you as one of the first things. But anyway the standard OpenGL pipeline is as follows:

    1. The vertex position is transformed from object-space (local to some object) into world-space (in respect to some global coordinate system). This transformation specifies where your object (to which the vertices belong) is located in the world

    2. Now the world-space position is transformed into camera/view-space. This transformation is determined by the position and orientation of the virtual camera by which you see the scene. In OpenGL these two transformations are actually combined into one, the modelview matrix, which directly transforms your vertices from object-space to view-space.

    3. Next the projection transformation is applied. Whereas the modelview transformation should consist only of affine transformations (rotation, translation, scaling), the projection transformation can be a perspective one, which basically distorts the objects to realize a real perspective view (with farther away objects being smaller). But in your case of a 2D view it will probably be an orthographic projection, that does nothing more than a translation and scaling. This transformation is represented in OpenGL by the projection matrix.

    4. After these 3 (or 2) transformations (and then following perspective division by the w component, which actually realizes the perspective distortion, if any) what you have are normalized device coordinates. This means after these transformations the coordinates of the visible objects should be in the range [-1,1]. Everything outside this range is clipped away.

    5. In a final step the viewport transformation is applied and the coordinates are transformed from the [-1,1] range into the [0,w]x[0,h]x[0,1] cube (assuming a glViewport(0, w, 0, h) call), which are the vertex’ final positions in the framebuffer and therefore its pixel coordinates.

    When using a vertex shader, steps 1 to 3 are actually done in the shader and can therefore be done in any way you like, but usually one conforms to this standard modelview -> projection pipeline, too.

    The main thing to keep in mind is, that after the modelview and projection transforms every vertex with coordinates outside the [-1,1] range will be clipped away. So the [-1,1]-box determines your visible scene after these two transformations.

    So from your question I assume you want to use a 2D coordinate system with units of pixels for your vertex coordinates and transformations? In this case this is best done by using glOrtho(0.0, w, 0.0, h, -1.0, 1.0) with w and h being the dimensions of your viewport. This basically counters the viewport transformation and therefore transforms your vertices from the [0,w]x[0,h]x[-1,1]-box into the [-1,1]-box, which the viewport transformation then transforms back to the [0,w]x[0,h]x[0,1]-box.

    These have been quite general explanations without mentioning that the actual transformations are done by matrix-vector-multiplications and without talking about homogenous coordinates, but they should have explained the essentials. This documentation of gluProject might also give you some insight, as it actually models the transformation pipeline for a single vertex. But in this documentation they actually forgot to mention the division by the w component (v" = v' / v'(3)) after the v' = P x M x v step.

    EDIT: Don’t forget to look at the first link in epatel’s answer, which explains the transformation pipeline a bit more practical and detailed.

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