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;