I’m trying to create the correct projection and modelview matrix for rendering without a camera.
_orthoCamera is a camera I set up in the scene view. Using the _orthoCamera projection matrix and modelview matrix works but I don’t know exactly how to recreate these. My attempt is the commented code.
//not correct //var projection = Matrix4x4.Ortho(-512, 512, -512, 512, 0.3f, 1000); //var modelView = Matrix4x4.LookAt(new Vector3(512, 512, -5), new Vector3(512, 512, 0), Vector3.up); //inverse? //correct result var projection = _orthoCamera.projectionMatrix; var modelView = _orthoCamera.worldToCameraMatrix; GL.LoadProjectionMatrix(projection); GL.modelview = (modelView);
This is how I set the camera up in the scene.