However, I’m still a bit confused. Since I can’t find out how to read matrix from the opengl stack (is it possible?) I managed to initialize a vertex shader and setup its trackview to store the projection into register c[0]-c[3] and inspected; I found that the matrix produced by glOrtho () was diffrent than the one that I setup. I’m not sure what I’m doing wrong… here’s some sample code:
Microsoft’s opengl documentation is not that inspiring - you should really get the redbook, pref. paper editon so you can study even without a computer (ie in bed, when walking, etc). You can get an older version online: http://www.opengl.org/developers/documentation/specs.html
The redbook gives all the formulas used for glOrtho, glFrustum, glRotate, glTranslate, glScale, etc. in an appendix at the back of the book.
Also, I believe all the formulas used for anything OpenGL related can be found in the OpenGL specification. You can find a link to that somewhere from the main site here, under Documentation.
[This message has been edited by Deiussum (edited 12-12-2002).]