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  • Re: Transform vertex coordinate to pixel coordinate?

    I'm kind of new to this, what does VPOS mean? I set the view and projection matrices when initializing Direct3D.  Then when rendering I do this:       World = i->second->getTransform() * m_BufferToWorld;       hr = m_pD3DDevice9->SetTransform(D3DTS_WORLD, ...
    Posted to Direct3D (Forum) by teaburger on 7/10/2009
  • Re: Transform vertex coordinate to pixel coordinate?

    I forgot to mention that I was doing that : \  it's really weird
    Posted to Direct3D (Forum) by teaburger on 7/9/2009
  • Transform vertex coordinate to pixel coordinate?

    Hi everyone, I have the vertex of an object and I would like to calculate what the pixel coordinate will be in my backbuffer.  I tried to multiply the homogenous coordinate by the product of multiplying World * View * Projection matrices, but that doesn't work.  If I leave out the projection matrix it works perfectly for points ...
    Posted to Direct3D (Forum) by teaburger on 7/9/2009
  • ID3DXSprite, rotations, and clipping planes problem

    I'm using an ID3DXSprite and would like to rotate along the x axis (horizontal) and y axis (vertical).  The problem seems to be that that ID3DXSprite::Begin changes the clipping planes to 0 - 1, which causes most of the sprite to be cut off when it's rotated.  I'd *like* to allow the entire sprite to be rotated about the origin in any ...
    Posted to Direct3D (Forum) by teaburger on 6/19/2009
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