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For orthographic parallel projection:
glOrtho(left, right, bottom, top, near, far);
glOrtho2D(left, right, bottom, top);
Here left, right define the x-direction extents, bottom, top define y-direction extents and near, far define the z-direction extents of the view volume. gluOrtho2D is exactly like glOrtho, but with near = -1 and far = 1. That is, gluOrtho2D views points that have z-value between -1 and 1. Usually, gluOrtho2D is used when drawing two-dimensional figures that lie in the xy-plane, with z = 0.
What happens while two polygons have similar z value and the z-buffer algorithm is utilized? Solution : z-buffer algorithms, varies colors at a pixel if z(x,y)
Important Points about the Transformation for isometric projection Note: We can also verify such Isometric transformation matrix through checking all the foreshortening fact
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10 Knowledge Management checklist
#drawing
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