Matrix4 gldOrtho(const Matrix4 &m, float left, float right, float bottom, float top, float znear, float zfar) { return gldMultMatrix(m, makeOrtho(left, right, bottom, top, znear, zfar)); }
void Render::perspectiveOrtho(double left,double right,double bottom, double top, double near, double far) { assert(initialized); int perspectivePosition = glGetUniformLocation(program,"in_ProjectionMatrix"); checkGLError(); float matrix[16] = {}; makeOrtho(left,right,bottom,top,near,far,matrix); glUniformMatrix4fv(perspectivePosition,1,false,matrix); checkGLError(); }