After searching many pages, glm documentation, tutorials...etc, I'm still confused on some things.
I'm trying to understand why I need to apply the following transformations to get my 800x600 (fullscreen square, assume the screen of the user is 800x600 for this minimal example) image to draw over everything. Assume I'm only drawing CCW triangles. Everything renders fine in my code, but I have to do the following:
// Vertex data (x/y/z), using EBOs
0.0f, 600.0f, 1.0f,
800.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
800.0f, 600.0f, 1.0f
// Later on...
glm::mat4 m, v, p;
m = scale(m, glm::vec3(-1.0, 1.0, 1.0));
v = rotate(v, glm::radians(180.0f), glm::vec3(0.0f, 1.0f, 0.0f));
p = glm::ortho(0.0f, 800.0f, 600.0f, 0.0f, 0.5f, 1.5f);
(Note that just since I used the variable names m
, v
, and p
doesn't mean they're actually the proper transformation for that name, the above just does what I want it to)
I'm confused on the following:
Where is the orthographic bounds? I assume it's pointing down the negative z-axis, but where do the left/right bounds come in? Does that mean [-400, 400] on the x-axis maps to [-1.0, 1.0] NDC, or that [0, 800] maps to it? (I assume whatever answer here applies to the y-axis). Then documentation just says
Creates a matrix for an orthographic parallel viewing volume.
What happens if you flip the following third and fourth arguments (I ask because I see people doing this and I don't know if it's a mistake/typo or it works by a fluke... or if it properly works regardless):
Args three and four here:
_____________
| These two |
p1 = glm::ortho(0.0f, 800.0f, 600.0f, 0.0f, 0.5f, 1.5f);
p2 = glm::ortho(0.0f, 800.0f, 0.0f, 600.0f, 0.5f, 1.5f);
- Now I assume this third question will be answered with the above two, but I'm trying to figure out if this is why my first piece of code requires me flipping everything on the x-axis to work... which I will admit I was just messing around with it and it happened to work. I figure I need a 180 degree rotation to turn my plane around so it's on the -z side however... so that just leaves me with figuring out the -1.0, 1.0, 1.0 scaling.
The code provided in this example (minus the variable names) is the only stuff I use and the rendering works perfectly... it's just my lack of knowledge as to why it works that I'm unhappy with.
EDIT: Was trying to understand it from here by using the images and descriptions on the site as a single example of reference. I may have missed the point.
EDIT2: As a random question, since I always draw my plane at z = 1.0, should I restrict my orthographic projection near/far plane to be as close to 1.0 as possible (ex: 0.99, 1.01) for any reason? Assume nothing else is drawn or will be drawn.