Today i managed to build a WVP (World -> View -> Perspective) matrix.
By passing it to the vertex shader, i was able to transform the model from it’s own coordinate system to the world one, then to the camera one, and then to the “deformed” perspective coordinate system that is actually responsible for the “3D effect”.
With a few OpenGL instructions I enabled MSAA, Multisampled Antialiasing, which uses gpu buffers to smooth the edges of 3D models.
The code i wrote today needs some serious refactoring though, I’ll get at it tomorrow.

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