Original Post
ok, im making a little 2d game engine using textured quads in opengl.
i translate my quads around using glTranslatef(x,y,-10)
i always use -10 as my z coordinate
i am having trouble figuring out which x, y pixels are visible at a depth of 10.
I know about how many through trial and error, but there must be some formula that could tell me
also... my gl window setup code is straight from nehe and looks like this...
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix }