   FBO Sizing Problems
  Hello, I currently am attempting to implement render to texture in an orthogonal environment.Right now the FBO works just fine. However the aspect ratio of whatever is rendered to the texture gets skewed. Below is a code sample...glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);glPushAttrib(GL_VIEWPORT_BIT);glViewport(0,0,500, 500);setColor(0,0,255);drawRect(0, 0, 640, 640, 0);setColor(255,255,255);i->draw(0,0,i->getWidth(), i->getHeight());//i->draw(0,0, i->getWidth()*1024/500, i->getHeight()*768/500); //this gets it to render more correctlyglPopAttrib();glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);The FBO is 500x500, the window is 1024x768. So, my current problem is that if I render an image to a texture and draw that texture, then I draw that same image normally they are of different sizes. I don't want the rendered texture to be of a different size, I just want it to be cut off if the texture I am rendering it to is too small.I can somewhat correct this problem if I make the FBO the same size as my window, but I would rather not do that.I hope that made sense. If not I can try to upload some images to better illustrate my problem.   
  You need to make another call to glOrtho before rendering to the texture, to set the clipping planes.e.g., gluOrtho2D(0,500,0,500);.  Make sure to not overwrite your previous proj. matrix   ;  That fixed it, thank you very much!   