public Matrix4f orthoSymmetric(float width, float height, float zNear, float zFar, Matrix4f dest) {
        return orthoSymmetric(width, height, zNear, zFar, false, dest);
    }
public Matrix4f orthoSymmetric ( float width , float height , float zNear , float zFar , Matrix4f dest ) { return orthoSymmetric ( width , height , zNear , zFar , false , dest ) ; }
Apply a symmetric orthographic projection transformation for a right-handed coordinate system
using OpenGL's NDC z range of <code>[-1..+1]</code> to this matrix and store the result in <code>dest</code>.
<p>
This method is equivalent to calling {@link #ortho(float, float, float, float, float, float, Matrix4f) ortho()} with
<code>left=-width/2</code>, <code>right=+width/2</code>, <code>bottom=-height/2</code> and <code>top=+height/2</code>.
<p>
If <code>M</code> is <code>this</code> matrix and <code>O</code> the orthographic projection matrix,
then the new matrix will be <code>M * O</code>. So when transforming a
vector <code>v</code> with the new matrix by using <code>M * O * v</code>, the
orthographic projection transformation will be applied first!
<p>
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use {@link #setOrthoSymmetric(float, float, float, float) setOrthoSymmetric()}.
<p>
Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>

@see #setOrthoSymmetric(float, float, float, float)

@param width
the distance between the right and left frustum edges
@param height
the distance between the top and bottom frustum edges
@param zNear
near clipping plane distance
@param zFar
far clipping plane distance
@param dest
will hold the result
@return dest