code: public Matrix4f ortho2DLH(float left, float right, float bottom, float top, Matrix4f dest) {
          if ((properties & PROPERTY_IDENTITY) != 0)
              return dest.setOrtho2DLH(left, right, bottom, top);
          return ortho2DLHGeneric(left, right, bottom, top, dest);
      }
docs: Apply an orthographic projection transformation for a left-handed coordinate system to this matrix and store the result in <code>dest</code>.
  <p>
  This method is equivalent to calling {@link #orthoLH(float, float, float, float, float, float, Matrix4f) orthoLH()} with
  <code>zNear=-1</code> and <code>zFar=+1</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 an orthographic projection without post-multiplying it,
  use {@link #setOrtho2DLH(float, float, float, float) setOrthoLH()}.
  <p>
  Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>
  
  @see #orthoLH(float, float, float, float, float, float, Matrix4f)
  @see #setOrtho2DLH(float, float, float, float)
  
  @param left
  the distance from the center to the left frustum edge
  @param right
  the distance from the center to the right frustum edge
  @param bottom
  the distance from the center to the bottom frustum edge
  @param top
  the distance from the center to the top frustum edge
  @param dest
  will hold the result
  @return dest