pub fn view_2d_in_frustum(
        &mut self,
        left: f32,
        right: f32,
        bottom: f32,
        top: f32,
        z_near: f32,
        z_2d: f32,
        width_2d: f32,
        height_2d: f32,
    ) {
        unsafe {
            ffi::cogl_matrix_view_2d_in_frustum(
                self.to_glib_none_mut().0,
                left,
                right,
                bottom,
                top,
                z_near,
                z_2d,
                width_2d,
                height_2d,
            );
        }
    }
/// Multiplies `self` by a view transform that maps the 2D coordinates
/// (0,0) top left and (`width_2d`,`height_2d`) bottom right the full viewport
/// size. Geometry at a depth of 0 will now lie on this 2D plane.
///
/// Note: this doesn't multiply the matrix by any projection matrix,
/// but it assumes you have a perspective projection as defined by
/// passing the corresponding arguments to `Matrix::frustum`.
///
/// Toolkits such as Clutter that mix 2D and 3D drawing can use this to
/// create a 2D coordinate system within a 3D perspective projected
/// view frustum.
/// ## `left`
/// coord of left vertical clipping plane
/// ## `right`
/// coord of right vertical clipping plane
/// ## `bottom`
/// coord of bottom horizontal clipping plane
/// ## `top`
/// coord of top horizontal clipping plane
/// ## `z_near`
/// The distance to the near clip plane. Never pass 0 and always pass
///  a positive number.
/// ## `z_2d`
/// The distance to the 2D plane. (Should always be positive and
///  be between `z_near` and the z_far value that was passed to
///  `Matrix::frustum`)
/// ## `width_2d`
/// The width of the 2D coordinate system
/// ## `height_2d`
/// The height of the 2D coordinate system


this doesn't multiply the matrix by any projection matrix,
but it assumes you have a perspective projection as defined by
passing the corresponding arguments to `Matrix::frustum`.

Toolkits such as Clutter that mix 2D and 3D drawing can use this to
create a 2D coordinate system within a 3D perspective projected
view frustum.
this doesn ' t multiply the matrix by any projection matrix but it assumes you have a perspective projection as defined by passing the corresponding arguments to ` Matrix :: frustum ` . Toolkits such as Clutter that mix 2D and 3D drawing can use this to create a 2D coordinate system within a 3D perspective projected view frustum .
pub fn view_2d_in_frustum(
        &mut self,
        left: f32,
        right: f32,
        bottom: f32,
        top: f32,
        z_near: f32,
        z_2d: f32,
        width_2d: f32,
        height_2d: f32,
    ) {
        unsafe {
            ffi::cogl_matrix_view_2d_in_frustum(
                self.to_glib_none_mut().0,
                left,
                right,
                bottom,
                top,
                z_near,
                z_2d,
                width_2d,
                height_2d,
            );
        }
    }
pub fn view_2d_in_frustum ( & mut self , left : f32 , right : f32 , bottom : f32 , top : f32 , z_near : f32 , z_2d : f32 , width_2d : f32 , height_2d : f32 , ) { unsafe { ffi :: cogl_matrix_view_2d_in_frustum ( self . to_glib_none_mut ( ) . 0 , left , right , bottom , top , z_near , z_2d , width_2d , height_2d , ) ; } }
Multiplies `self` by a view transform that maps the 2D coordinates
(0,0) top left and (`width_2d`,`height_2d`) bottom right the full viewport
size.
Multiplies ` self ` by a view transform that maps the 2D coordinates ( 0 0 ) top left and ( ` width_2d ` ` height_2d ` ) bottom right the full viewport size .
&mut self
left
f32
right
f32
bottom
f32
top
f32
z_near
f32
z_2d
f32
width_2d
f32
height_2d
f32
&mut self
left
f32
right
f32
bottom
f32
top
f32
z_near
f32
z_2d
f32
width_2d
f32
height_2d
f32
`left`
coord of left vertical clipping plane
coord of left vertical clipping plane
`right`
coord of right vertical clipping plane
coord of right vertical clipping plane
`bottom`
coord of bottom horizontal clipping plane
coord of bottom horizontal clipping plane
`top`
coord of top horizontal clipping plane
coord of top horizontal clipping plane
`z_near`
The distance to the near clip plane. Never pass 0 and always pass
a positive number.
The distance to the near clip plane . Never pass 0 and always pass a positive number .
`z_2d`
The distance to the 2D plane. (Should always be positive and
be between `z_near` and the z_far value that was passed to
`Matrix::frustum`)
The distance to the 2D plane . ( Should always be positive and be between ` z_near ` and the z_far value that was passed to ` Matrix :: frustum ` )
`width_2d`
The width of the 2D coordinate system
The width of the 2D coordinate system
`height_2d`
The height of the 2D coordinate system
The height of the 2D coordinate system