Hi
 
Thanks for your replies. So its not like the old glOrtho then? Ok, I will 
have a play with it later tonight and see how I get on. Ideally I would 
like the origin in the bottom left corner as that seems the most logical to 
me. Thanks again.
 
Steve

On Friday, September 14, 2012 10:19:45 AM UTC+1, RichardC wrote:

> The nice thing about  frustumM  and  orthoM is that they take the same 
> parameters :)  They just produce different view transformations. 
>
> The distance parameters (near and far) are the clip planes (which you 
> still have in an orthographic projection) in front of the camera position 
> (so they should both be positive).  
>
> The other parameters control the volume of the view space projected onto 
> your graphics window and if you want the x,y origin in the centre of the 
> screen then you need to pass in -x, +x, -y, +y (for given values of x and 
> y), as your screen is not square you need to workout it's aspect ratio so 
> as to not "squash" the transformation.
>
>
> On Friday, September 14, 2012 9:54:43 AM UTC+1, reaktor24 wrote: 
>>
>> Hi Richard
>>  
>> Thanks for your reply but I don't want to use frustumM I want to use 
>> orthoM. I want a 2D projection not 3D hence the -1 to +1. I have use 
>> frustumM and it works ok, I can see the triangle. What is the negative 
>> aspect ratio about? I don't understand that. It should really work like the 
>> old glOrtho function but I guess it doesn't which is a shame.
>>  
>> Steve
>>
>> On Friday, September 14, 2012 9:46:58 AM UTC+1, RichardC wrote:
>>
>>> See: 
>>>
>>> android-sdk\samples\android-10\ApiDemos\src\com\example\android\apis\graphics\GLES20TriangleRenderer.java
>>>
>>> for Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
>>>
>>> which is similar.
>>>
>>> There is a lot of information out there on OpenGL projections, I suggest 
>>> you read some of it. 
>>>
>>> Note that:
>>> * near and far should both be +ve as they are distances in front of the 
>>> camera in the direction the camera is looking.
>>> * if your triangle is at 0 on the z-axis you will need to move your 
>>> camera position (which defaults to [0,0,0]) so you can see it.
>>>
>>>
>>> On Friday, September 14, 2012 9:27:35 AM UTC+1, reaktor24 wrote: 
>>>>
>>>> I have a very simple application which draws a triangle at zero on the 
>>>> z axis. I want an orthographics view but for the life of me this 
>>>> function won't work. It just shows a black screen with no triangle. 
>>>> How exactly do you use this function? I did the obvious thing which 
>>>> is: 
>>>>
>>>> Matrix.orthoM(projection,0,0,width,0,height,-1,1); 
>>>>
>>>>
>>>> Although seeing some peoples source code they are doing all sorts of 
>>>> stuff which I would of expected to be inside the orthoM method (like 
>>>> calling tan functions and dividing etc). So how exactly are you 
>>>> supposed to use this function? 
>>>>
>>>> Steve 
>>>>
>>>

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