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Name the major stages of vertex transformation with reference to OpenGL.
In vertex transformation, the vertices are transformed to their final clip space position in the vertex shader. The various major stages of vertex transformation are :
* Getting to the eye coordinates- the vertex provided to the GL is considered to be in the object space.
* Getting to clip coordinate- when the vertex is transformed by the projection matrix, then we get the clip matrix.
* Getting to normalized device coordinates- when each component is multiplied by 1/w, then we get the normalized device coordinates. It is mainly inside the clipping planes.
* Getting to window space- this is the final stage of the transformation pipeline. Everything out of the range is clipped away.