I have the scene with one simple triangle. And i am using perspective projection. I have my MVP matrix set up (with the help of GLM) like this:
glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
glm::mat4 View = glm::lookAt(
glm::vec3(0,0,5), // Camera is at (0,0,5), in World Space
glm::vec3(0,0,0), // and looks at the origin
glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * View * Model;
And it all works ok, i can change the values of the camera and the triangle is still displayed properly.
But i want to use orthographic projection. And when i change the projection matrix to orthographic, it works unpredictable, i can't display the triangle, or i just see one small part of it in the corner of the screen. To use the orthographic projection, i do this:
glm::mat4 Projection = glm::ortho( 0.0f, 800.0f, 600.0f, 0.0f,-5.0f, 5.0f);
while i don't change anything in View and Model matrices. And i just doesn't work properly.
I just need a push in the right direction, am i doing something wrong? What am i missing, what should i do to properly set up orthographic projection?
PS i don't know if it's needed, but these are the coordinates of the triangle:
static const GLfloat g_triangle[] = {
-1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
0.0f, 2.0f, 0.0f,
};