OpenGL allows you to decide on these steps yourself, all 3D graphics applications use a variation of the process described here - https://open.gl/transformations
glmViewMatrixTranslate
glmViewMatrixTranslateWithTwoCubes
glmLookAt
glm::ortho(-1, 1, -1, 1, -1, 1);
glm::ortho(left, right, bottom, top, near, far);
glmProjectionOrtho
Easy to create with GLM
glm::mat4 projectionMatrix = glm::perspective(
fovy // The Field of View in y (vertically)
4.0f / 3.0f, // Aspect Ratio. Depends on the size of your window/viewport.
0.1f, // Near clipping plane. Keep as big **as possible**, or you'll get precision issues.
100.0f // Far clipping plane. Keep as http://i.stack.imgur.com/XLpXa.gif.
);
glmProjection