3 ms·
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:
by Arelius 12y ago
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);