Ask Learn
Preview
Please sign in to use this experience.
Sign inThis browser is no longer supported.
Upgrade to Microsoft Edge to take advantage of the latest features, security updates, and technical support.
Note
Access to this page requires authorization. You can try signing in or changing directories.
Access to this page requires authorization. You can try changing directories.
The glOrtho function multiplies the current matrix by an orthographic matrix.
void glOrtho(
GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
The glOrtho function describes a perspective matrix that produces a parallel projection. The (left, bottom, near) and (right, top, near) parameters specify the points on the near clipping plane that are mapped to the lower-left and upper-right corners of the window, respectively, assuming that the eye is located at (0, 0, 0). The far parameter specifies the location of the far clipping plane. Both near and far can be either positive or negative. The corresponding matrix is
where
The current matrix is multiplied by this matrix with the result replacing the current matrix. That is, if M is the current matrix and O is the ortho matrix, then M is replaced with M • O.
Use glPushMatrix and glPopMatrix to save and restore the current matrix stack. Use glMatrixMode to set the current matrix.
The following functions retrieve information related to glOrtho:
glGet with argument GL_MATRIX_MODE
glGet with argument GL_MODELVIEW_MATRIX
glGet with argument GL_PROJECTION_MATRIX
glGet with argument GL_TEXTURE_MATRIX
The following is the error code and its condition.
Error code | Condition |
---|---|
GL_INVALID_OPERATION | glOrtho was called between a call to glBegin and the corresponding call to glEnd. |
** Windows NT/2000:** Requires Windows NT 3.5 or later.
** Windows 95/98:** Requires Windows 95 or later. Available as a redistributable for Windows 95.
** Header:** Declared in Gl.h.
** Library:** Use Opengl32.lib.
glBegin, glEnd, glFrustum, glMatrixMode, glMultMatrix, glPushMatrix, glViewport
Please sign in to use this experience.
Sign in