###### 3D基础知识

http://www.codeproject.com/Articles/42086/Space-and-Matrix-Transformations-Building-a-3D-Eng

projection transform 投影变换
diagonal 对角线
quaternion 四元数
transpose matrix 转置矩阵
identity matrix 单位矩阵
Local transform 局部转换
cross product 叉积，向量积
dot product 点积，标量积，数量积
perspective transform 透视变换

OpenGL 使用的是右手坐标系统。

The World Space Transform is the first transform usually applied to a model.
This transform is normally used to scale and orient the model relative to its world.
The Model is defined in a model space coordinate system and needs to be translated
to the world coordinate system.

After a model is transformed to its position into World Space it will then be
transformed in to View Space or Camera Space.

Perspective Transform[透视变换]
After a model is transformed to its position into View Space, it will then be transformed
in to its final viewed position via projection transformation. There are two basic types
of projection transforms that I am aware of: Orthographic, and Perspective. The Perspective
projection mimics the way we perceive the real world. Objects that are closer appear larger
and parallel lines converage at the horizon. Here is how the Perspective transform is constructed.

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3D基础知识