Search Results
Search type | Search syntax |
---|---|
Tags | [tag] |
Exact | "words here" |
Author |
user:1234 user:me (yours) |
Score |
score:3 (3+) score:0 (none) |
Answers |
answers:3 (3+) answers:0 (none) isaccepted:yes hasaccepted:no inquestion:1234 |
Views | views:250 |
Code | code:"if (foo != bar)" |
Sections |
title:apples body:"apples oranges" |
URL | url:"*.example.com" |
Saves | in:saves |
Status |
closed:yes duplicate:no migrated:no wiki:no |
Types |
is:question is:answer |
Exclude |
-[tag] -apples |
For more details on advanced search visit our help page |
An area (typically rectangular) expressed in rendering-device-specific coordinates, e.g. pixels for screen coordinates, in which the objects of interest are going to be rendered
3
votes
How and when do the model to world, world to view, et cetera multiplications happen?
Please allow me to elaborate what the responsibility of the GPU should be in the most common scenarios as well as the responsibilities of the CPU, game-engine, and OpenGL.
Basics to the OpenGL Pipel …
16
votes
Accepted
How can I prevent the viewport from stretching/distorting?
In fact, the original question is 1 cast away from the solution.
Original Code
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(60, window.width/window.height, 0.01f, 100.0f)
Fixed Code
gl …