Math behind isometric views

Good Morning!

I have one question about matrix calculation for isometric views. Iam using a 4x4 floating point array. (typedef float Matrix_t[16])

How do i set each element in this array to get an isometric-like view? A little source snippet would help a lot!

I know, another way would be to rotate the current matrix stack twice with glRotatef(…), but i don’t want to do it with the OGL functions.

Many thanks in advance,

  • Christoph -

What about using perspective mode?

glPerspective…

Originally posted by Acid-Chris:
[b]Good Morning!

I have one question about matrix calculation for isometric views. Iam using a 4x4 floating point array. (typedef float Matrix_t[16])

How do i set each element in this array to get an isometric-like view? A little source snippet would help a lot!

I know, another way would be to rotate the current matrix stack twice with glRotatef(…), but i don’t want to do it with the OGL functions.

Many thanks in advance,

  • Christoph -[/b]