|
Setup a matrix for pixel-correct rendering.
This sets up modelview and projection matrices so that X, Y coordinates map directly to pixels. The (0,0) is at the bottom left corner of current camera's viewport. The Z coordinate goes from -1 to +100.
This function overrides current camera's parameters, so most often you want to save and restore matrices using GL.PushMatrix and GL.PopMatrix.
Setup a matrix for pixel-correct rendering.
This sets up modelview and projection matrices so that X, Y coordinates map directly to pixels. The (left,bottom is at the bottom left corner of current camera's viewport; and (top,right) is at the top right corner of current camera's viewport. The Z coordinate goes from -1 to +100.
This function overrides current camera's parameters, so most often you want to save and restore matrices using GL.PushMatrix and GL.PopMatrix.