The projection matrix represents the 'camera's movements, correct? And the modelview matrix is that of the actual objects within the scene... Yeah?
What I'd like to know, is how they're both used by OpenGL to create the scene..
For example, are the modelview and projection matrices both multiplied together at any point? ...
When you call gluPerspective(), it produces a matrix which is multiplied with the current projection matrix. But can anyone explain (or give me a reference to) how gluPerspective() actually produces a matrix?
Also, is rotating +a° around the X-axis using the projection matrix equal to rotating -a° around the X-axis using the modelview matrix?