[quote]So then why do people tell me that the Z axis all of a sudden dissapears when you use glOrtho?
[/quote]
Because it does. In projection mode, screen coords are calculated as:
scrx = x/z + screenWidth/2;
scry = y/z + screenHeight/2;
In Ortho mode, screen coordinates are calculated as the following instead:
scrx = x + screenWidth/2;
scry = y + screenHeight/2;
What doesn’t change is the clipping bounds. i.e. If you give an Ortho projection a negative Z value, it will be clipped as if it were behind you. If you give it a positive Z value beyong the clip plane, it will again be clipped and not rendered.
The reason for this is that Ortho (or parallel projection) is a classic method for 3D rendering, that sometimes looks better than perspective renderings. For example, in Ortho mode, a cube would be rendered square (very similar to how you might draw it on paper). In perspective mode, it is renderered as more of a trapezoid with coordinates farther from the viewing plane getting closer together.
Does that help clarify things for you?