Fidning the coordinates of the edges of the screen
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
------------------------------
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
"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
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.
griffenjam: It depends on how you setup your projection matrix.
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
------------------------------
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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