I'm trying to make 2D graphics for my Android app that consists of six thin rectangles that each take up about 1/6th of the screen in width and equal the screen's height. I'm not sure the right way to determine the bounds of the x and y OpenGL coordinate plane on screen. Eventually I will need to write logic that tests which of the 6 rectangles a touch event occurs in, so I have been trying to solve this problem by remapping OpenGL's coordinate plane into the device's screen coordinate plane (where the origin (0,0) is at the top left of the screen instead of the middle.
I declare one of my six rectangles like so:
private float vertices1[] = {
2.0f, 10.0f, 0.0f, // 0, Top Left
2.0f, -1.0f, 0.0f, // 1, Bottom Left
4.0f, -1.0f, 0.0f, // 2, Bottom Right
4.0f, 10.0f, 0.0f, // 3, Top Right
};
but since i'm not sure what the visible limits are on the x and y planes (in the OpenGL coordinate system) I have no concrete way of knowing what vertices my rectangle needs to be instantiated with to occupy 1/6th of the display. Whats the ideal way to do this?
I've tried approaches such as using glOrthoof() to remap OpenGL's coordinates into easy to work with device screen coordinates:
gl.glViewport(0, 0, width, height);
// Select the projection matrix
gl.glMatrixMode(GL10.GL_PROJECTION);
// Reset the projection matrix
gl.glLoadIdentity();
// Calculate the aspect ratio of the window
GLU.gluPerspective(gl, 45.0f,(float) width / (float) height,0.1f, 100.0f);
gl.glOrthof(0.0f,width,height, 0.0f, -1.0f, 5.0f);
// Select the modelview matrix
gl.glMatrixMode(GL10.GL_MODELVIEW);
// Reset the modelview matrix
gl.glLoadIdentity();
but when I do my rectangle dissapears completely.