Name the space before the coordinate
An object-space vertex is local to a model. A world transform places it in the scene. A view transform describes it relative to the camera. A projection produces clip coordinates, and perspective division and viewport mapping eventually produce a screen location. A three-number position without its space is incomplete debugging information.
Use homogeneous coordinates to compose affine transforms and represent the projection’s w component. Under the common column-vector convention, a chain such as projection × view × model × point applies the rightmost operation first. Other conventions exist; document yours and test a translation and rotation with known points.
The ray reference already builds a perspective camera basis, while the raster reference starts after projection and clipping with ScreenVertex values. The latter does not already contain a hidden 3D camera pipeline. Your diagrams and extension must preserve that distinction.
Trace one vertex through named spaces on paper. Check an identity transform, one translation, and one camera-relative point before attempting a rotating cube.
