so I figured I would set the near and far to really high numbers to see if that would fix it, but it doesn't seem to matter, does ortho not cover this?
GL.Ortho(0, screen_width, screen_height, 0, -10000, 10000); GL.Viewport(0, 0, screen_width, screen_height);
then the render code is this:
GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); //GL.Scale(.5,.5,.5); GL.Rotate(video_rotation_x % 360, 0, 1, 0); GL.Rotate(video_rotation_y % 360, 1, 0, 0); GL.Rotate(video_rotation_z % 360, 0, 0, 1); GL.Begin(BeginMode.Quads); GL.TexCoord2(0, 0); GL.Vertex2(x, y); GL.TexCoord2(1, 0); GL.Vertex2(x + (float)video_width, y); GL.TexCoord2(1, 1); GL.Vertex2(x + (float)video_width, y + (float)video_height); GL.TexCoord2(0, 1); GL.Vertex2(x, y + (float)video_height); GL.End();
I assumed that the -10000 would be more than enough for the near, but the corners at certain angles is cut off (looks flat) and I am just curious as to why, the video is not wider than 800 and it is at 0, so the max it could be is -800 right? maybe a bit further, but shouldn't come near -10,000, but no matter what value I use, it doesn't seem to make a difference.
also if I scale it to .5, .5, .5 it isn't clipped at all, so I am not sure how to fix it.
what am I missing?
Edited by Krum110487, 17 August 2012 - 04:31 PM.