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OpenGL Programming Guide (Addison-Wesley Publishing Company) |
This appendix lists some tips and guidelines that you might find useful. Keep in mind that these tips are based on the intentions of the designers of the OpenGL, not on any experience with actual applications and implementations! This appendix has the following major sections:
gluOrtho2D(0, width, 0, height);
where width and height are the dimensions of the viewport. Given this projection matrix, polygon vertices and pixel image positions should be placed at integer coordinates to rasterize predictably. For example, glRecti(0, 0, 1, 1) reliably fills the lower left pixel of the viewport, and glRasterPos2i(0, 0) reliably positions an unzoomed image at the lower left of the viewport. Point vertices, line vertices, and bitmap positions should be placed at half-integer locations, however. For example, a line drawn from (x1, 0.5) to (x2, 0.5) will be reliably rendered along the bottom row of pixels into the viewport, and a point drawn at (0.5, 0.5) will reliably fill the same pixel as glRecti(0, 0, 1, 1).
An optimum compromise that allows all primitives to be specified at integer positions, while still ensuring predictable rasterization, is to translate x and y by 0.375, as shown in the following code fragment. Such a translation keeps polygon and pixel image edges safely away from the centers of pixels, while moving line vertices close enough to the pixel centers.
glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0, width, 0, height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.375, 0.375, 0.0); /* render all primitives at integer positions */
OpenGL Programming Guide (Addison-Wesley Publishing Company) |