DX Projection Matrix.
BlitzMax Forums/BlitzMax Programming/DX Projection Matrix.
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Can anybody explain how Mark is using the Projection Matrix? This is what is set : matrix=[.. 2.0/gw,0.0,0.0,0.0,.. 0.0,-2.0/gh,0.0,0.0,.. 0.0,0.0,2.0/depth,0.0,.. -1-(1.0/gw),1+(1.0/gh),1.0,1.0] with gw being graphicswidth(), gh is graphicsheight() and depth = 2.0. I've read the DX7 doc for Projection Matrix and can't tally the settings with the values Mark is using. Anybody know what's happening? |
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matrix=[.. sx ,0.0 ,0.0 ,0.0,.. 0.0 ,-sy ,0.0 ,0.0,.. 0.0 ,0.0 ,2.0/depth ,0.0,.. -1-(1.0/width),1+(1.0/height),1.0,1.0] sx and sy are the matrix position or camera position (in your case the camera is pointed directly at the center of the view), depth = depth of view (only objects within this depth will be rendered). height and width are the size of your view on the world. |
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Thanks Tim. In D3D7Max2D the viewport is set with gw/gh. I guess the camera height and width is creating a smaller view of that viewport. Is that right? If so, what is the benefit and why -1-(1.0/gw) which seems a tiny amount. I might even be looking at the wrong thing. I want to be able to create a camera and rotate it with the correct aspect ratio as well as zoom. I have got some way to doing that. Any ideas on this? <edit> I have RTT working now and it was nothing to do with the matrix... my mistake. |