   Changing World Coords with glViewport
  Playing around with tile rendering using quads.  To make it easier to print out the tiles I'd like to move the coordinate origin to the upper left (instead of 0,0 like most programs do).  Trying to mess around with glViewport to move it where I want.  It kind of works, but I have no idea how many pixels my quad actually is so I can't offset the the height properly.  Then trying to change the width and height variables to the call distorts where the quads are actually displayed.  DX has certainly got OpenGL beat in this catergory since it defaults to a corner and everything is spaced in pixels instead of float point numbers.   
  for 2d stuff + setting the origin to topleft, see the wiki or faq at www.opengl.org   ;  Yes, I really didn't know about the ortho view.  gluOrtho2D(0.0, 800.0, 600.0, 0.0); starts me off in the upper left hand corner.  This way I can also make 1.0 unit in OpenGL space equal one pixel so that its quite easy to have tangible sizes for tiles.   