   Trying to understand texture mapping algorithm
  Hi,I am trying to understand how a texture coordinate gets calculated. From what I have read on google most say that a vertex should be convert to view space coordinates. Many examples I see just do x/z and y/z for the conversion. However I wanted to confirm if I had my basic 3d understanding right -isn't the vector supposed to be multiplied by the world transformation matrix, then the modelview matrix and then the projection matrix to get into screen space.Thanks   
  yes you are right except you forgot the viewport transformation which is a scale and bias matrix at the end in order to stay in screen...i don't know why you need to know that for texture mapping at all ...