Consider a simple setup where the camera is facing a plane orthogonal. For further simplicity, assume that the camera is located at X=0 and facing along the Y-axis. The plane is also centered to the Y-axis. Now the goal is to set the camera viewing area in a way so that the left and right boundaries of the camera do exactly align with the left and right boundaries of the plane.
Of course, this should be done by entering the according numbers at the right place and not by tweaking the orthographic scale of the camera or similar, until it looks that it fits...
The background is that I want to render planes with textures of a specific width in pixels. I want to preserve that width in the output. I.e. when the texture is say 3000 pixels wide, the render output is also 3000 pixels wide and the plane fits horizontally the camera width, then there should be no horizontal interpolation during texture mapping and the initial texture quality is kept.
Thanks, Mario