Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 6937763
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 27, 20262026-05-27T12:24:21+00:00 2026-05-27T12:24:21+00:00

This is all in OpenGL ES 2.0… I’m trying to mix a 3D perspective

  • 0

This is all in OpenGL ES 2.0…

I’m trying to mix a 3D perspective projection with a 2D orthographic projection so I can have a HUD sat on top of the 3D scene in my game.

The game runs with a landscape orientation, and I’m getting really confused how to handle device orientations.

I am rendering the 3D stuff with a suitable projection matrix, and am rotating the modelView matrix and my lighting by 90 degrees so the 3D scene is the right way up. This bit all works fine.

My problem is I can’t work out how to set up the 2D projection matrix properly so the origin is in the upper left corner when the device is in landscape with the home button on the left.

How do I correctly construct the orthographic matrix so this happens? I am currently using this

// OrthoMatrix does the same as the old GLOrthof function (left, right, bottom, top, near, far);
projectionMatrix2D = mat4::OrthoMatrix(0, screenWidth, screenHeight , 0, -1.0, 1.0);

However this just puts the origin in the top left if the device is in portrait with the home button at the bottom, and rotating the device in my hand means everything is on its side.

Should I be trying to alter the 2D projection matrix or is there something else I need to be doing?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-27T12:24:22+00:00Added an answer on May 27, 2026 at 12:24 pm

    I asked this on Gamedev, but in a more general way and received a helpful answer.

    How can I create an orthographic display that handles different screen dimensions?

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I've struggled with this all day, I am trying to get a random number
I've been at this all week, trying to put the finishing touches on my
I have been struggling with this all day. I have an html table in
I have a feeling I'm going about this all wrong. But anyway. I have
I have an opengl game, on top of it i am placing an small
I know this is something i should have learned before switching to opengl es
I have been stuck on this all afternoon, and even tried the following search:
I have got all my OpenGL lighting working properly, with the normals, materials, ect...
This all worked fine in rails 2.3.5, but when a contractor firm upgraded directly
So this all stemmed from not wanting to check each POST in a huge

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.