# How to use traditional pixel coordinates system in OpenGL? (with C++/SDL2)

I find the normalized, centralized coordinate system used in OpenGL weird and annoying, is there anything I can do at all to make it work like normal pixel coordinates on everything ever except OpenGL? And yes, of course I Googled it.

EDIT: I'm using OpenGL 2.1

• Yeah, you have full control over the matrix that converts world coordinates to screen coordinates. You can do whatever you want to. If you say specifically what type of coordinate system you are looking to have, and what version or type of opengl you are using, someone might even be able to help you do it – Alan Wolfe Jul 22 '15 at 2:12
• i said the coordinate system i wanted to have in my question "normal pixel coordinates on everything ever except OpenGL" you know, (0,0) = top left to (w,h) = bottom right – Accumulator Jul 22 '15 at 2:15

glOrtho( 0.f, viewWidth, viewHeight, 0.f, 0.f, 1.f );