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Objects in camera space are still 3D and thus not suited for immediate display on a 2-dimensional screen. Therefore you still need to do perspective correction as follows:

x = (F * Vc.x) / Vc.z

y = (F * Vc.y) / Vc.z

*x* and *y* are then the 2-dimensional coordinates corresponding to
the 3D vertex. We will call this 2D vector *Vs*.

*F* is some factor needed to get a correct *Field of Vision*
(FOV). Crystal Space currently uses the height of the display (in
pixels) for this.

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