Hi,
I am a newbie in computer graphics and Opengl.
I am doing a work for my university and I need to calculate a projection matrix containing the model view projection and the texture viewport transformation.
I am stucked for some days, I already googled and in this article http://developer.nvidia.com/attach/6549
I found this formula that I think that may help me:
Look the figure 3 at the bottom of page 3. Unlike the camera transform, I think there is no viewport transform for the projector transform. If you compare the final stage of both transform, the final stage of the camera transformation transform the normalized device coordinate (NDC space) [-1 1] for each x,y,z to [0 viewport_width] [0 viewport_height] and [0 1] for window space. The final stage of the projector transformation transform the projector clip space to the texture space [0 1] (this is the scale and bias matrix).