This document discusses coordinate systems and mapping between world coordinates and screen coordinates in OpenGL. It explains that:
1) Objects are defined using world coordinates, while screens use pixel coordinates, so OpenGL maps between these spaces.
2) The world window defines the region of the world coordinates that will be drawn, and the viewport defines the screen region it will be drawn to.
3) OpenGL uses a linear transformation to map world to screen coordinates, defined by scaling and translation constants A, B, C, and D that are calculated based on the world window and viewport sizes.