Cogl.Matrix.prototype.view_2d_in_frustum

function view_2d_in_frustum(left: Number(gfloat), right: Number(gfloat), bottom: Number(gfloat), top: Number(gfloat), z_near: Number(gfloat), z_2d: Number(gfloat), width_2d: Number(gfloat), height_2d: Number(gfloat)): void {
    // Gjs wrapper for cogl_matrix_view_2d_in_frustum()
}
  

Multiplies matrix by a view transform that maps the 2D coordinates (0,0) top left and (width_2d,height_2d) bottom right the full viewport size. Geometry at a depth of 0 will now lie on this 2D plane.

Note: this doesn't multiply the matrix by any projection matrix, but it assumes you have a perspective projection as defined by passing the corresponding arguments to Cogl.Matrix.prototype.frustum.

Toolkits such as Clutter that mix 2D and 3D drawing can use this to create a 2D coordinate system within a 3D perspective projected view frustum.

Since 1.8

left

coord of left vertical clipping plane

right

coord of right vertical clipping plane

bottom

coord of bottom horizontal clipping plane

top

coord of top horizontal clipping plane

z_near

The distance to the near clip plane. Never pass 0 and always pass a positive number.

z_2d

The distance to the 2D plane. (Should always be positive and be between z_near and the z_far value that was passed to Cogl.Matrix.prototype.frustum)

width_2d

The width of the 2D coordinate system

height_2d

The height of the 2D coordinate system