No, I'm not talking about parabolas in Algebra II, I mean simply
this: I build a window with a 1 by 1 box and dimensions of 640 by 480
and it makes my square into a rectangle! Why is this happening to me?
If your bounding box is 1x1, then that means that from 0=>1 takes you
from pixel 0 to pixel 639 in the x direction, and pixel 0 to pixel 479
in the y direction. When you specify an nxn square be drawn, the n in
the x direction counts for more pixels than the n in the y direction.
But since pixels are square, this means that you have more pixels in
one direction, leading to a rectangle rather than a square.
Moral of the story, build your context with the same aspect ratio as
the underlying surface, or face the wrath of stretched images.
Apple DTS Quartz and Printing
Ok, let me get this straight: in order to get the box to be a square,
I'll have to scale it up about 1000x the number, then put:
glVertex3f(1000.0/screenwidth, 1000.0/screenheight, .... and then what?
How would this work? Thank you for your help.
Well, something like that. If you define your viewing port as a 1x1
square, then "stretch" the square to 640x480 pixels, and *then* draw a
0.5x0.5 square, what will be the size of the square? Well, 320x240 of
course. Which is not exactly a square. So if you want to have the
right aspect ratio for a 0.5x0.5 square that actually looks like a
square, then the idea is to have a viewing space in a 640x480 window
that is proportional to 640x480. Of course, you can change the 0.5x0.5
square to have a different set of values dependent on your view, such as
0.5x(0.5*480/640) or 0.5x0.375. It might just make more sense to adjust
your view though, to 1.0x0.75 (== 1.0x(1.0*480/640)).
Or, to start out, you could just have a window of 480x480 and be done
with it for now :).
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