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.