Formula for a orthogonal projection matrix?
I've been looking around a bit and can't seem to find just what I"m looking for. I've found "canonical formulas," but what's the best way to use these? Do I have to scale every single vertex down? Or is there a better way? A formula would really help me out, but I'm also looking for an explanation about the near and far z planes relative the viewer's position Bob Cross Here is a reasonable source that derives an orthogonal project matrix : Consider a few points: First, in eye space, your camera is positioned at the origin and looking directly down the z-axis. And second, you usually want your