In this episode, I discuss the View and Model Matrices used for 3d in WebGL.
* Model Matrix (also known as the world matrix):
* Unique for every object within your world, and is responsible for transforming the vertices of an object from its own local space, to a common coordinate system called model space.
* View Matrix:
* Provides the concept of a mobile camera, when it reality the camera is actually the only constant point of reference within the world. The view matrix is a transformation that is applied to every object in the scene (but is not unique to each object), and provides the illusion of a camera. The view matrix is basically the inverse of what could be considered a model matrix for the camera. Yet instead of moving the camera itself, it provides the opposite movements to the rest of the scene.