Matrix4d.setOrthoSymmetric

Set this matrix to be a symmetric orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of <code>[-1..+1]</code>. <p> This method is equivalent to calling {@link #setOrtho(double, double, double, double, double, double) setOrtho()} with <code>left=-width/2</code>, <code>right=+width/2</code>, <code>bottom=-height/2</code> and <code>top=+height/2</code>. <p> In order to apply the symmetric orthographic projection to an already existing transformation, use {@link #orthoSymmetric(double, double, double, double) orthoSymmetric()}. <p> Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>

@see #orthoSymmetric(double, double, double, double)

@param width the distance between the right and left frustum edges @param height the distance between the top and bottom frustum edges @param zNear near clipping plane distance @param zFar far clipping plane distance @return this

  1. Matrix4d setOrthoSymmetric(double width, double height, double zNear, double zFar, bool zZeroToOne)
  2. Matrix4d setOrthoSymmetric(double width, double height, double zNear, double zFar)
    struct Matrix4d
    ref return
    setOrthoSymmetric
    (
    double width
    ,
    double height
    ,
    double zNear
    ,
    double zFar
    )

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