I was reading OpenGL’s documentation for glViewPort and there was given a formula for how Window Coordinates are calculated in OpenGL.
This is the equation : - x[SUB]window[/SUB] = (x[sub]normalized[/sub] + 1) * (width / 2) + x
I’m a li’l bit confused, what if x[sub]normalized[/sub] = 1.0 ? Will the x[sub]window[/sub] go out of Screen’s Width?
Like:
x[sub]window[/sub] = (1 + 1) * (width / 2) + x;
x[sub]window[/sub] = 2 * (width/2) + x = width + x
(width being the width of the actual resolution of the Screen)
So, doesn’t it go out of the Screen? Somebody please clear this confusion.