iPhone GLES 2 Orthogonal frame
Hey there is there a way to forze the othogonal frame to more easily to manage coordinates?
right now i have it (more like opengl has it) default as 2d rendering at -1 1 and -1 1 in xy how can I change it to more 2d friend 0 1 - 0 1 xy?
I remember doing that using glotho back in the day but how does it work now that glortho does not exist?
Thanks In Advance!
right now i have it (more like opengl has it) default as 2d rendering at -1 1 and -1 1 in xy how can I change it to more 2d friend 0 1 - 0 1 xy?
I remember doing that using glotho back in the day but how does it work now that glortho does not exist?

Thanks In Advance!
update:
I got it
I had to multiply by a matrix inside the shader in order to get the correct coordinates
in this case
woot!...
I got it
I had to multiply by a matrix inside the shader in order to get the correct coordinates

in this case
Code:
{
2.0f,0.0f,0.0f,1.0f,
0.0f,2.0f,0.0f,-1.0f,
0.0f,0.0f,1.0f,0.0f,
0.0f,0.0f,0.0f,1.0f
};
woot!...
hi, this page[1] describes the glOrtho function and the matrix it generates. You are better off loading that matrix into your shader (once per frame) rather then offsetting the default for every vertex that comes through the shader (if I understand your post correctly).
hope that helps.
[1] - http://www.cs.utk.edu/~vose/c-stuff/opengl/glOrtho.html
hope that helps.
[1] - http://www.cs.utk.edu/~vose/c-stuff/opengl/glOrtho.html
Possibly Related Threads...
Thread: | Author | Replies: | Views: | Last Post | |
Texturing using gles 2 | jeckil | 4 | 7,763 |
Apr 20, 2010 03:42 PM Last Post: jeckil |
|
Setting A Non-Rectangular Clip Area In GLES | muleskinner | 5 | 5,951 |
Oct 20, 2009 01:03 AM Last Post: muleskinner |
|
[Problem] Loading image with OpenGL orthogonal view pixel-to-pixel | Lexis | 2 | 5,233 |
Aug 21, 2009 01:35 AM Last Post: Lexis |