Matrix4d.setOrthoSymmetricLH

Set this matrix to be a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range. <p> This method is equivalent to calling {@link #setOrtho(double, double, double, double, double, double, bool) 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 #orthoSymmetricLH(double, double, double, double, bool) orthoSymmetricLH()}. <p> Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>

@see #orthoSymmetricLH(double, double, double, double, bool)

@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 @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

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

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