Matrix4d.setOrthoLH
- Matrix4d setOrthoLH(double left, double right, double bottom, double top, double zNear, double zFar, bool zZeroToOne)
struct Matrix4d
ref public return
setOrthoLH
- Matrix4d setOrthoLH(double left, double right, double bottom, double top, double zNear, double zFar)
doml matrix_4d Matrix4d
constructorsfunctionsstatic variablesvariables
Set this matrix to be an orthographic projection transformation for a left-handed coordinate system using the given NDC z range. <p> In order to apply the orthographic projection to an already existing transformation, use {@link #orthoLH(double, double, double, double, double, double, bool) orthoLH()}. <p> Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>
@see #orthoLH(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