Matrix4d.ortho
- Matrix4d ortho(double left, double right, double bottom, double top, double zNear, double zFar, bool zZeroToOne, Matrix4d dest)
- Matrix4d ortho(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4d dest)
- Matrix4d ortho(double left, double right, double bottom, double top, double zNear, double zFar, bool zZeroToOne)
- Matrix4d ortho(double left, double right, double bottom, double top, double zNear, double zFar)
matrix_4d Matrix4d
constructorsfunctionsstatic variablesvariables
Apply an orthographic projection transformation for a right-handed coordinate system using the given NDC z range to this matrix. <p> If <code>M</code> is <code>this</code> matrix and <code>O</code> the orthographic projection matrix, then the new matrix will be <code>M * O</code>. So when transforming a vector <code>v</code> with the new matrix by using <code>M * O * v</code>, the orthographic projection transformation will be applied first! <p> In order to set the matrix to an orthographic projection without post-multiplying it, use {@link #setOrtho(double, double, double, double, double, double, bool) setOrtho()}. <p> Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>
@see #setOrtho(double, double, double, double, double, double, bool)
@param left the distance from the center to the left frustum edge @param right the distance from the center to the right frustum edge @param bottom the distance from the center to the bottom frustum edge @param top the distance from the center to the top frustum edge @param zNear near clipping plane distance @param zFar far clipping plane distance @param zZeroToOne whether to use Vulkan's and Direct3D's NDC z range of <code>[0..+1]</code> when <code>true</code> or whether to use OpenGL's NDC z range of <code>[-1..+1]</code> when <code>false</code> @return this