Legacy Documentation: Version 4.5.0

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Matrix4x4.Ortho

static function Ortho(left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): Matrix4x4;
static Matrix4x4 Ortho(float left, float right, float bottom, float top, float zNear, float zFar);
static def Ortho(left as float, right as float, bottom as float, top as float, zNear as float, zFar as float) as Matrix4x4

Description

Creates an orthogonal projection matrix.

The returned matrix is such that views left to right, bottom to top area, with zFar and zFar depth clipping planes.

If you want to use orthogonal for pixel-correct rendering, it is better to use GL.LoadPixelMatrix, as that would apply proper half-texel offsets for Direct3D renderer.

See Also: GL.LoadPixelMatrix, GL.LoadProjectionMatrix, GUI.matrix.