#include void Mtx_OrthoTilt(C3D_Mtx* mtx, float left, float right, float bottom, float top, float near, float far) { C3D_Mtx mp; Mtx_Zeros(&mp); // Build standard orthogonal projection matrix mp.r[0].x = 2.0f / (right - left); mp.r[0].w = (left + right) / (left - right); mp.r[1].y = 2.0f / (top - bottom); mp.r[1].w = (bottom + top) / (bottom - top); mp.r[2].z = 2.0f / (near - far); mp.r[2].w = (far + near) / (far - near); mp.r[3].w = 1.0f; // Fix depth range to [-1, 0] C3D_Mtx mp2, mp3; Mtx_Identity(&mp2); mp2.r[2].z = 0.5; mp2.r[2].w = -0.5; Mtx_Multiply(&mp3, &mp2, &mp); // Fix the 3DS screens' orientation by swapping the X and Y axis Mtx_Identity(&mp2); mp2.r[0].x = 0.0; mp2.r[0].y = 1.0; mp2.r[1].x = -1.0; // flipped mp2.r[1].y = 0.0; Mtx_Multiply(mtx, &mp2, &mp3); }