1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<HTML> 3<HEAD> 4<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 5<META name="GENERATOR" content="Microsoft FrontPage 5.0"> 6<META http-equiv="Content-Style-Type" content="text/css"> 7<LINK rel="stylesheet" type="text/css" href="../../CSS/revolution.css"> 8<TITLE>MTXLightOrtho</TITLE> 9</HEAD> 10<BODY> 11<H1 align="left">MTXLightOrtho</H1> 12<H2 align="left">C Specification</H2> 13<BLOCKQUOTE><CODE><CODE>#include <revolution/mtx.h><BR> <BR> void MTXLightOrtho(<BR> Mtx <EM>m</EM>,<BR> f32 <EM>t</EM>,<BR> f32 <EM>b</EM>,<BR> f32 <EM>l</EM>,<BR> f32 <EM>r</EM>,<BR> f32 <EM>scaleS</EM>,<BR> f32 <EM>scaleT</EM>,<BR> f32 <EM>transS</EM>,<BR> f32 <EM>transT</EM> );<BR></CODE></CODE></BLOCKQUOTE> 14<H2 align="left">Arguments</H2> 15<DIV align="left"> 16<TABLE border="1" cellpadding="3" cellspacing="0.1"> 17 <TBODY> 18 <TR> 19<TD width="120" valign="top" align="left" bgcolor="#ffffe8"><CODE><STRONG><EM>m</EM></STRONG></CODE></TD> 20<TD width="520"></EM></STRONG></CODE>New 3x4 parallel projection matrix. <code><em><strong>m</strong></em></code> may be either an <a href="../structures/Mtx_MtxPtr.html">Mtx</a> or an <a href="../structures/Mtx_MtxPtr.html">MtxPtr</a>..</TD> 21 </TR> 22 <TR> 23<TD width="120" valign="top" align="left" bgcolor="#ffffe8"><CODE><STRONG><EM>t</EM></STRONG></CODE></TD> 24<TD width="520">Top edge of view volume.</TD> 25 </TR> 26 <TR> 27<TD width="120" valign="top" align="left" bgcolor="#ffffe8"><CODE><STRONG><EM>b</EM></STRONG></CODE></TD> 28<TD width="520">Bottom edge of view volume.</TD> 29 </TR> 30 <TR> 31<TD width="120" valign="top" align="left" bgcolor="#ffffe8"><CODE><STRONG><EM>l</EM></STRONG></CODE></TD> 32<TD width="520">Left edge of view volume.</TD> 33 </TR> 34 <TR> 35<TD width="120" valign="top" align="left" bgcolor="#ffffe8"><CODE><STRONG><EM>r</EM></STRONG></CODE></TD> 36<TD width="520">Right edge of view volume.</TD> 37 </TR> 38 <TR> 39<TD width="120" valign="top" align="left" bgcolor="#ffffe8"><CODE><STRONG><EM>scaleS</EM></STRONG></CODE></TD> 40<TD width="520">Scale in the <EM>S</EM> direction for projected coordinates (usually 0.5).</TD> 41 </TR> 42 <TR> 43<TD width="120" valign="top" align="left" bgcolor="#ffffe8"><CODE><STRONG><EM>scaleT</EM></STRONG></CODE></TD> 44<TD width="520">Scale in the <EM>T</EM> direction for projected coordinates (usually 0.5).</TD> 45 </TR> 46 <TR> 47<TD width="120" valign="top" align="left" bgcolor="#ffffe8"><CODE><STRONG><EM>transS</EM></STRONG></CODE></TD> 48<TD width="520">Translate in the <EM>S</EM> direction for projected coordinates (usually 0.5).</TD> 49 </TR> 50 <TR> 51<TD width="120" valign="top" align="left" bgcolor="#ffffe8"><CODE><STRONG><EM>transT</EM></STRONG></CODE></TD> 52<TD width="520">Translate in the <EM>T</EM> direction for projected coordinates (usually 0.5).</TD> 53 </TR> 54 </TBODY> 55</TABLE> 56</DIV> 57<H2 align="left">Return Values</H2> 58<P align="left">None.</P> 59<H2 align="left">Description</H2> 60<P>Sets a 3x4 matrix for orthographic projection. This matrix is used to project points into texture space and yield texture coordinates.</P> 61<P>For normal parallel projections, the axis of projection is the -z axis, so <code><em><strong>t</strong></em></code> = positive, <code><em><strong>b</strong></em></code> = <code>-<em><strong>t</strong></em></code>,<em><strong> <code>r</code></strong></em> = positive,<em><strong> <code>l</code></strong></em> = <code>-<em><strong>r</strong></em></code>.</P> 62<P align="left">Standard projection yields values ranging from -1.0 to 1.0 in both dimensions of the front clipping plane. Since texture coordinates should usually be within the range of 0.0 to 1.0, we have added a scale and translation value for both <EM>S</EM> and <EM>T</EM>. The most common way to use these values is to set all of them to 0.5 (so that points in the range of -1.0 to 1.0 are first scaled by 0.5) to be in the range of -0.5 to 0.5. Then they are translated by 0.5 to be in the range of 0.0 to 1.0. Other values can be used for translation and scale to yield different effects.</P> 63 64 65<H2 align="left">See Also</H2> 66<P align="left"><A href="../structures/Mtx_MtxPtr.html"><CODE>Mtx, MtxPtr</CODE></A>, <A href="MTXLightFrustum.html"><CODE>MTXLightFrustum</CODE></A>, <A href="MTXLightPerspective.html"><CODE>MTXLightPerspective</CODE></A></P> 67<H2>Revision History</H2> 68<P>2006/03/01 Initial version.</P> 69<hr> 70<P>CONFIDENTIAL</p> 71</BODY> 72</HTML>