We are building agame with orthographic view. The problem we face is the fact that with different resolution you can see different area of the game world. E.g. if you have higher resolution you can see more around you. To solve this we currently use a common scale factor that every model is scaled by, depending on resolution. But this has drawbacks when drawing shadows - I cannot set a higher view angle for the orthographic shadow camera, while when using the perspective shadow camera I get significantly worse shadow quality.
So the question is is there any way to controll FOV when using orthographic projection, or, more specifically, what is the easiest way to scale the world uniformly up or down with orthographic projection matrix?
I saw that in 3ds MAX you can control FOV for an orthographic camera I wonder how they implemented it.