Matrix4d.setOrtho

Set this matrix to be an orthographic projection transformation for a right-handed coordinate system using OpenGL's NDC z range of <code>[-1..+1]</code>. <p> In order to apply the orthographic projection to an already existing transformation, use {@link #ortho(double, double, double, double, double, double) ortho()}. <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)

@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 @return this

  1. Matrix4d setOrtho(double left, double right, double bottom, double top, double zNear, double zFar, bool zZeroToOne)
  2. Matrix4d setOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
    struct Matrix4d
    ref return
    setOrtho
    (
    double left
    ,
    double right
    ,
    double bottom
    ,
    double top
    ,
    double zNear
    ,
    double zFar
    )

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