Multiplies this by a view transform that maps the 2D coordinates (0,0) top left and (width_2d
,height_2d
) bottom right the full viewport size.
Geometry at a depth of 0 will now lie on this 2D plane.
Note: this doesn't multiply the matrix by any projection matrix, but it assumes you have a perspective projection as defined by passing the corresponding arguments to frustum.
Toolkits such as Clutter that mix 2D and 3D drawing can use this to create a 2D coordinate system within a 3D perspective projected view frustum.
this |
A 4x4 transformation matrix |
left |
coord of left vertical clipping plane |
right |
coord of right vertical clipping plane |
bottom |
coord of bottom horizontal clipping plane |
top |
coord of top horizontal clipping plane |
z_near |
The distance to the near clip plane. Never pass 0 and always pass a positive number. |
z_2d |
The distance to the 2D plane. (Should always be positive and be between |
width_2d |
The width of the 2D coordinate system |
height_2d |
The height of the 2D coordinate system |