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It's pretty much exactly the same thing except you multiply everything by a matrix that looks something like this instead of the standard projection matrix:

    2/screen_width,  0,               0, 0.5,
    0,              -2/screen_height, 0, 0.5,
    0,               0,               1, 0,
    0,               0,               0, 1
Then assuming that you are drawing back-to-front and don't want to do depth-rejection you can just disable depth testing:

    glDisable(GL_DEPTH_TEST);


Also sprite batching and texture atlasing tend to matter a little more since you're rendering a ton of 4-vertex sprites.


Sure, but when you're at the tutorial level, I think you can mostly ignore that. Worry about it once you've got the rest down.




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