In many cases this is just a convenient way to represent a problem in a different basis so that coordinates are easier to figure out. In the template glm::ortho is used for 2D rendering of … Often one matches the coordinates to match the size of the window being rendered to. If you want your rendered objects to scale up when the window size is increased, use a fixed left / right / top / bottom for your orthographic projection. Orthographic Projections Orthographic, or parallel, projections consist of those that involve no perspective correction. To create an orthographic projection matrix we make use of GLM's built-in function glm::ortho: glm::ortho (0.0f, 800.0f, 0.0f, 600.0f, 0.1f, 100.0f); The first two parameters specify the left and right coordinate of the frustum and the third and fourth parameter specify the bottom and top part of the frustum. You’re drawing a square (well, technically, just one triangle of the square, since you only send 3 vertices). Orthographic projection, common method of representing three-dimensional objects, usually by three two-dimensional drawings in each of which the object is viewed along parallel lines that are perpendicular to the plane of the drawing. The orthographic projection will not modify the size of the objects no matter where the camera is positioned. It’s not clear exactly what you expect to see here when you use orthographic projections. Or more specifically, the orthographic projection you’re currently using. For example, an orthographic projection of a house typically Second, orthographic projection is an alternative to perspective projection, you usually wouldn't use both. The problem is that I can't see any rendered objects if I use the projection matrix. Orthographic projections are often chosen so that the dimensions are easy to measure. The orthographic projection matrix: Where right, left, far, near, top, bottom represents the positions of the clipping planes. So don't multiply your ortho matrix on top of proj, but rather replace proj by ortho in your shader. I know that the rest of my program works, because I can see the rendered square if I remove the projection matrix from my shader: gl_Position = model * view * vec4(position.xy, 0.0, 1.0); The orthographic projection (also sometimes called oblique projection) is simpler than the other type of projections and learning about it is a good way of apprehending how the perspective projection matrix works. You might think that orthographic projections are of no use today. glm::mat4 ortho = glm::lookAt(0, WINDOW_WIDTH, 0, WINDOW_HEIGHT, 0, 100); I'll assume you meant glm::ortho instead of glm::lookAt. glm::mat4 mProjectionMatrix = glm::ortho(xmin, xmax, ymin, ymax) Specifies a logical 2D coordinate system which is to be mapped into the window positions indicated. and I set my shader's projection uniform to that value. 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