Experimenting with changing the view matrix.

[Linked Image from i.imgur.com]


Code
void bgfx_ortho_view::setup_matrices() {
        float proj[16];
        float view[16];
        const bgfx::Caps* caps = bgfx::getCaps();

//      bx::mtxIdentity(view);
        const bx::Vec3 at  = { float(m_view_width / 2.0), float(m_view_height / 2.0), 0.0f };
        const bx::Vec3 eye = { 900.0f, 600.0f, 1500.0f };
        const bx::Vec3 up = { 0.25f, -1.0f, 0.0f };
        bx::mtxLookAt(view, eye, at, up);

//      bx::mtxOrtho(proj, 0.0f, m_view_width, m_view_height, 0.0f, m_z_near, m_z_far, 0.0f, caps->homogeneousDepth);
        bx::mtxProj(proj, 60.0f, float(m_view_width) / float(m_view_height), 0.0f, 100.0f, caps->homogeneousDepth);

        bgfx::setViewTransform(m_index, view, proj);
}