32 #include <OgreMatrix4.h>
44 float invw = 1 / (right - left);
45 float invh = 1 / (top - bottom);
46 float invd = 1 / (far - near);
48 proj = Ogre::Matrix4::ZERO;
49 proj[0][0] = 2 * invw;
50 proj[0][3] = -(right + left) * invw;
51 proj[1][1] = 2 * invh;
52 proj[1][3] = -(top + bottom) * invh;
53 proj[2][2] = -2 * invd;
54 proj[2][3] = -(far + near) * invd;