view_2d_in_perspective


Description:

public void view_2d_in_perspective (float fov_y, float aspect, float z_near, float z_2d, float width_2d, float height_2d)

Multiplies matrix 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 perspective.

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.

Parameters:

fov_y

A field of view angle for the Y axis

aspect

The ratio of width to height determining the field of view angle for the x axis.

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 z_near and the z_far value that was passed to frustum)

width_2d

The width of the 2D coordinate system

height_2d

The height of the 2D coordinate system