Matrix4x3d.ortho2D

Apply an orthographic projection transformation for a right-handed coordinate system to this matrix and store the result in <code>dest</code>. <p> This method is equivalent to calling {@link #ortho(double, double, double, double, double, double, Matrix4x3d) ortho()} with <code>zNear=-1</code> and <code>zFar=+1</code>. <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 #setOrtho2D(double, double, double, double) setOrtho()}. <p> Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>

@see #ortho(double, double, double, double, double, double, Matrix4x3d) @see #setOrtho2D(double, double, double, double)

@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 dest will hold the result @return dest

  1. Matrix4x3d ortho2D(double left, double right, double bottom, double top, Matrix4x3d dest)
    struct Matrix4x3d
    public
    ortho2D
    (
    double left
    ,
    double right
    ,
    double bottom
    ,
    double top
    ,)
  2. Matrix4x3d ortho2D(double left, double right, double bottom, double top)

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