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Home/ Questions/Q 6090147
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Editorial Team
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Editorial Team
Asked: May 23, 20262026-05-23T12:10:51+00:00 2026-05-23T12:10:51+00:00

I have done programming in OpenGL and I know how to set the viewable

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I have done programming in OpenGL and I know how to set the viewable area in it with gluOrtho(), but a function like this does not exist in OpenGL ES 2.0.

How would I do this in OpenGL ES 2.0?

P.S : I am doing my OpenGL ES 2.0 development in Ubuntu 10.10 with the PowerVR SDK emulator.

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  1. Editorial Team
    Editorial Team
    2026-05-23T12:10:51+00:00Added an answer on May 23, 2026 at 12:10 pm

    As Nicol suggests, you’ll want to set up an orthographic projection matrix. For example, an Objective-C method I use to do this is as follows:

    - (void)loadOrthoMatrix:(GLfloat *)matrix left:(GLfloat)left right:(GLfloat)right bottom:(GLfloat)bottom top:(GLfloat)top near:(GLfloat)near far:(GLfloat)far;
    {
        GLfloat r_l = right - left;
        GLfloat t_b = top - bottom;
        GLfloat f_n = far - near;
        GLfloat tx = - (right + left) / (right - left);
        GLfloat ty = - (top + bottom) / (top - bottom);
        GLfloat tz = - (far + near) / (far - near);
    
        matrix[0] = 2.0f / r_l;
        matrix[1] = 0.0f;
        matrix[2] = 0.0f;
        matrix[3] = tx;
    
        matrix[4] = 0.0f;
        matrix[5] = 2.0f / t_b;
        matrix[6] = 0.0f;
        matrix[7] = ty;
    
        matrix[8] = 0.0f;
        matrix[9] = 0.0f;
        matrix[10] = 2.0f / f_n;
        matrix[11] = tz;
    
        matrix[12] = 0.0f;
        matrix[13] = 0.0f;
        matrix[14] = 0.0f;
        matrix[15] = 1.0f;
    }
    

    Even if you’re not familiar with Objective-C method syntax, the C body of this code should be easy to follow. The matrix is defined as

    GLfloat orthographicMatrix[16];
    

    You would then apply this within your vertex shader to adjust the locations of your vertices, using code like the following:

    gl_Position = modelViewProjMatrix * position * orthographicMatrix;
    

    Based on this, you should be able to set the various limits of your display space to accommodate your geometry.

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