title: What exactly are eye space coordinates?
body: <p>As I am learning OpenGL I often stumble upon so-called eye space coordinates.</p>
  
  <p>If I am right, you typically have three matrices. Model matrix, view matrix and projection matrix. Though I am not entirely sure how the mathematics behind that works, I do know that the convert coordinates to world space, view space and screen space.</p>
  
  <p>But where is the eye space, and which matrices do I need to convert something to eye space?</p>