2 minutes ago, the incredible smoker said:
What is a ortographic camera ?
"Orthographic" comes from the Greek for "proper drawing" (kinda). Think "faithful reproduction" or "scale drawing"; it works like a blueprint or schematic. An orthographic projection won't change the shape of objects; it might scale them, it might translate them, but it does not distort them. Squares will still be squares, circles will be still be circles, straight lines are still straight and parallel lines do not intersect at infinity.*
A camera using an orthographic projection has no perspective; objects closer to the camera will not appear larger than those farther away. Basically, you scale everything such that the image you get is undistorted. In your case, a practical example would be something like:
[ 1/10 0 0 0 ]
[ 0 1/10 0 0 ]
[ 0 0 1/1000 0 ]
[ 0 0 0 1 ]
which would map the box with corners at (-10,-10, -1000), (10,10,1000) to the cube with corners at (-1,-1,-1), (1,1,1). Graphics (usually) requires depth information to be saved, so here the Z axis is not zeroed out and instead crushes a lot more Z into the final volume than it does X and Y.
You still need to deal with your world, object, and camera matrices though. Note that this is an example based on a number of assumptions, like the handedness of your coordinates, the aspect ratio of the screen, or the bounds of the canonical volume. I've chosen a simple transform to make it clear what we are talking about, otherwise it'd be weird fractions. Also, I haven't implemented this in quite a while.
* Unlike in perspective, where all lines parallel to the direction of the camera intersect at infinity. Rotations also have these properties, but rotations are not usually considered "projections" since they aren't intended to transform between numbers of dimensions.