set_projection_viewport(3alleg4) [netbsd man page]
set_projection_viewport(3alleg4) Allegro manual set_projection_viewport(3alleg4)NAME
set_projection_viewport - Sets the viewport used to scale the output of persp_project(). Allegro game programming library.
SYNOPSIS
#include <allegro.h>
void set_projection_viewport(int x, int y, int w, int h);
DESCRIPTION
Sets the viewport used to scale the output of the persp_project() function. Pass the dimensions of the screen area you want to draw onto,
which will typically be 0, 0, SCREEN_W, and SCREEN_H. Also don't forget to pass an appropriate aspect ratio to get_camera_matrix later. The
width and height you specify here will determine how big your viewport is in 3d space. So if an object in your 3D space is w units wide, it
will fill the complete screen when you run into it (i.e., if it has a distance of 1.0 after the camera matrix was applied. The fov and
aspect-ratio parameters to get_camera_matrix also apply some scaling though, so this isn't always completely true). If you pass -1/-1/2/2
as parameters, no extra scaling will be performed by the projection.
SEE ALSO persp_project(3alleg4), get_camera_matrix(3alleg4), ex3d(3alleg4), excamera(3alleg4), exquat(3alleg4), exscn3d(3alleg4), exstars(3alleg4),
exzbuf(3alleg4)Allegro version 4.4.2 set_projection_viewport(3alleg4)
Check Out this Related Man Page
set_projection_viewport(3alleg4) Allegro manual set_projection_viewport(3alleg4)NAME
set_projection_viewport - Sets the viewport used to scale the output of persp_project(). Allegro game programming library.
SYNOPSIS
#include <allegro.h>
void set_projection_viewport(int x, int y, int w, int h);
DESCRIPTION
Sets the viewport used to scale the output of the persp_project() function. Pass the dimensions of the screen area you want to draw onto,
which will typically be 0, 0, SCREEN_W, and SCREEN_H. Also don't forget to pass an appropriate aspect ratio to get_camera_matrix later. The
width and height you specify here will determine how big your viewport is in 3d space. So if an object in your 3D space is w units wide, it
will fill the complete screen when you run into it (i.e., if it has a distance of 1.0 after the camera matrix was applied. The fov and
aspect-ratio parameters to get_camera_matrix also apply some scaling though, so this isn't always completely true). If you pass -1/-1/2/2
as parameters, no extra scaling will be performed by the projection.
SEE ALSO persp_project(3alleg4), get_camera_matrix(3alleg4), ex3d(3alleg4), excamera(3alleg4), exquat(3alleg4), exscn3d(3alleg4), exstars(3alleg4),
exzbuf(3alleg4)Allegro version 4.4.2 set_projection_viewport(3alleg4)
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