Example #1
0
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));
}
Example #2
0
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();
}