Sign in to follow this  

opgl 2d just draw in a windows size nXm pixel 0,0 and 0,1 and so on?

Recommended Posts

Use glOrtho(0, width, 0, height) to setup a coordinate system matching the pixel size of the viewport. From that, you need to be aware of the rasterization rules for points, lines and filled primitives to ensure proper and portable rendering. Pixel perfect rendering is not entirely trivial to get correct.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this