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Fidning the coordinates of the edges of the screen


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#1 griffenjam   Members   -  Reputation: 193

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Posted 25 October 2001 - 12:04 PM

I know this sounds dumb, but I can''t figure out how to find out the coordinates of the edges of the screen. I initally thought that it was a set number, but I guess not. Is there a formula? Jason Mickela ICQ : 873518 E-Mail: jmickela@sbcglobal.net ------------------------------ "Evil attacks from all sides but the greatest evil attacks from within." Me ------------------------------

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#2 Shag   Members   -  Reputation: 122

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Posted 25 October 2001 - 01:23 PM

Are you talking 2D or 3D?

"Evil attacks from all sides
but the greatest evil attacks
from within." Me

Me = you or Windows ME edition?

Edited by - Shag on October 25, 2001 8:26:52 PM

#3 a2k   Members   -  Reputation: 122

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Posted 25 October 2001 - 01:55 PM

the extents would be whatever you set for glViewport in 3d or in glOrtho in 2d



#4 Dactylos   Members   -  Reputation: 122

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Posted 25 October 2001 - 02:26 PM

a2k: glViewport should be called in the same way regardless of whether you''re going to setup an orthographic projection or a perspective projection. It provides the mapping from normalized device coordinates to window coordinates.

griffenjam: It depends on how you setup your projection matrix.

#5 griffenjam   Members   -  Reputation: 193

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Posted 26 October 2001 - 04:41 AM

I set up my projection like this.

gluPerspective(45.0f,(GLfloat)glWidth/(GLfloat)
glHeight,0.1f,1000.0f);

Now, given the current depth can you figure out the displayable width and height?



Jason Mickela
ICQ : 873518
E-Mail: jmickela@sbcglobal.net
------------------------------
"Evil attacks from all sides
but the greatest evil attacks
from within." Me
------------------------------





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