I'm trying to project the mouse position from screen space into world space, and I've come across two questions:
1. When the graphics api does the divide by the homogenous coordinate (z value), is it the z-value in camera space or ndc space?
2. Is the perspective matrix (one that was made using FOV) normalized & orthogonal? I.e. Does the transpose equal the inverse, or do I have to do a proper inverse to move NDC coordinates to camera space? (I assume have to do the inverse because the columns equal more than one)