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jitendra2896
07-16-2017, 01:27 PM
I'm am aware of how a Orthographic projection matrix is calculated using the arguments passed to the glOrtho() method.
I just wanted to see a working example and a diagram to explain the effect of multiplying a vector with this matrix.

Dark Photon
07-16-2017, 01:50 PM
OpenGL Projection Matrix -- Orthographic (http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho) (Ahn)

It's just a scale and bias in X, Y, and Z. Pretty easy to visualize: just squish or stretch space; then change the origin.