

No (though I can’t recall seeing any real world situation with it being different, and many window APIs have only one scale value for both x and y). Is the aspect ratio of the framebuffer guaranteed to be the same as the aspect ratio of the window? To make the result of an orthographic projection have the same scale in your rendered view, it’s usually best to ensure that the aspect ration is the same as the aspect ration of your window. It’s fairly easy to figure out why this should be view space - as they define a box around what you want to display. This is often confused in tutorials which use the window coordinates as inputs to the orthographic matrix calculation. The coordinates are displayed in the left column or directly on the interactive gps map. Fill the address field and click on 'Get GPS Coordinates' to display its latitude and longitude. The input coordinates define a box in view space (view space is the coordinates after the camera view transform, similar to world space coordinates with an non-rotated, camera at the origin) which is converted to clip space by the projection and then after the vertex shader to viewport space by the current glViewport setting. Coordinates of an address To find the GPS coordinates of an address or a place, simply use our latitude and longitude finder. The orthographic projection also does not depend on the resolution. Vec4 view_space = mInverseProjFromView * clip_space īut some don’t (like the orthographic projection) GlfwGetWindowSize( g_pSys->window, &w, &h ) Ĭlip_space.x = 2.0f * (float)x/(float)w- 1.0f Ĭlip_space.y = 1.0f - 2.0f * (float)y/(float)h Ĭlip_space.z = -1.0f // depends on whether you want the near or far plane cursor pos is in window coordinates, not gl fragment coords so use window size not framebuffer size GlfwGetCursorPos( g_pSys->window, &x, &y )
#Converting loran cooridinates with gpsbabel code#
You will likely need a transform like: // Following code untested So you don’t need to worry about transforming your window coordinates to viewport coordinates if you use the inverse projection transform, as your input to these is in clip space. The clip space coordinates are transformed to screen space coordinates using the viewport transform you set with glViewport. There are many formats described as 'csv'. If you're talking about maps and not data that makes sense to put on a map like points or tracks, that would make sense as GPSBabel isn't about converting maps. This is because the output of the vertex shader is in clip space which is an axis aligned cube with coordinates ranging from (-1.0,-1.0,-1.0) to (+1.0,+1.0,+1.0). In the 10+ years GPSBabel has been available, hyou're the first to ask about sl2. If you look at the projection matrix calculations you will see that they do not depend on the resolution of the framebuffer, but on the aspect ratio defined by the width / height.
