Orthographic Projection Issue
- by Nick
I have a problem with my Ortho Matrix. The engine uses the perspective projection fine but for some reason the Ortho matrix is messed up. (See screenshots below).
Can anyone understand what is happening here?
At the min I am taking the Projection matrix * Transform (Translate, rotate, scale) and passing to the Vertex shader to multiply the Vertices by it.
VIDEO Shows the same scene, rotating on the Y axis.
http://youtu.be/2feiZAIM9Y0
void Matrix4f::InitOrthoProjTransform(float left, float right, float top, float bottom, float zNear, float zFar)
{
m[0][0] = 2 / (right - left);
m[0][1] = 0;
m[0][2] = 0;
m[0][3] = 0;
m[1][0] = 0;
m[1][1] = 2 / (top - bottom);
m[1][2] = 0;
m[1][3] = 0;
m[2][0] = 0;
m[2][1] = 0;
m[2][2] = -1 / (zFar - zNear);
m[2][3] = 0;
m[3][0] = -(right + left) / (right - left);
m[3][1] = -(top + bottom) / (top - bottom);
m[3][2] = -zNear / (zFar - zNear);
m[3][3] = 1;
}
This is what happens with Ortho Matrix:
This is the Perspective Matrix: