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OpenGL Obtaining Screen Boundaries

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So I'm helping code a library for the PS3 but I don't have any OpenGL ES experience. I made a sprite class but I obviously didn't understand the screen coordinate system. I wrote the code to convert the coordinate system into an easier to use one but for it to work, I need to keep track of how OpenGL sees things.

Is there a way for me to tell what the screen width is from OpenGL's perspective? If I can, it's a matter of plugging it into the formula and I'm good to go. Ps3 uses OpenGL ES so keep that in mind please. ^^

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GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);

EDIT: Actually.. that doesn't seem to be in the documentation for OpenGL ES.. so it might not work. There's GL_MAX_VIEWPORT_DIMS but not sure what it will return. Do you ever set the view-port in your code?
If so, just store those values. If not, you might need a platform dependent way.

You can also check the OpenGL ES reference pages and see if you find something.
2.0: http://www.khronos.org/opengles/sdk/docs/man/
1.1: http://www.khronos.org/opengles/sdk/1.1/docs/man/
1.0: http://www.khronos.org/opengles/documentation/opengles1_0/html/.

EDIT2: A quick Google found this which seems to use something called a GLView and CGRect rect = view.bounds to obtain the view rectangle. I've never tried PS3 programming, but perhaps that means something to you? =)

Later EDIT: Actually it might work after all, GL_VIEWPORT seems to be available in the documentation for both 1.1 and 2.0, but not in 1.0.

[Edited by - Erik Rufelt on October 19, 2010 3:00:05 PM]

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