Screen coordinates & rendering
I just posted this over at gamedev.net:
"Can anyone tell me if it is possible in OpenGL to draw objects to the screen using screen coordinates (eg. 300x, 400y) instead of making use of glLoadIdentity() and moving to the centre of the screen all of the time? It seems to me that OpenGL is permanently stuck in camera (or clip?) space.
Also, is it possible to make use of texture perspective eg. making textures look 3D without using the API's inbuilt rotation, translation, projection functions? AND more importantly do you need to make use of inbuilt 3D-functions of the API to do effects like reflection or other commonly documented OpenGL features"
One of the posters at gamedev.net recommended I find out about parallel projection. Is this covered in the OpenGl manual, and if not, does anyone know where I can find some information about this (or have any suggestions / useful tips)?
The aforementioned poster said that information about this topic (not using inbuilt 3D API functions) is scarce? I just want to use OpenGL as a renderer/shader, because I have a program written in Glide that I want to port.
[This message has been edited by paulcoz (edited 12-20-2000).]