code: public Matrix4x3f orthoSymmetricLH(float width, float height, float zNear, float zFar) {
          return orthoSymmetricLH(width, height, zNear, zFar, false, this);
      }
docs: Apply a symmetric orthographic projection transformation for a left-handed coordinate system
  using OpenGL's NDC z range of <code>[-1..+1]</code> to this matrix.
  <p>
  This method is equivalent to calling {@link #orthoLH(float, float, float, float, float, float) orthoLH()} 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 #setOrthoSymmetricLH(float, float, float, float) setOrthoSymmetricLH()}.
  <p>
  Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>
  
  @see #setOrthoSymmetricLH(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
  @return this