> Seems to me that the call to glOrtho should be replaced by a call to > glViewport(x,y,width,height) and glDepthRange(near,far). Since your > vertices are already in viewport coordinates, according to the comment in > the code, how does something like the following work for you:
> glViewport(X, Y, width, height); > checkGLcall("glViewport"); > > /* depth ranges will be clamped to [0, 1] */ > glDepthRange(minZ, maxZ); > checkGLcall("glDepthRange"); That code breaks half-life. The hl console is only dark brown rectangle in the top right quarter, the in-game graphics isn't drawn. What's the difference between glOrtho and glViewport/glDepthRange? I've expected the code to be equal to the glOrtho call.
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