Using DirectX8, after creating a polygonal object, and transforming it's world coordinates and camera coordinates, how do I obtain the results of the vertices after all of that?
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Using DirectX8, after creating a polygonal object, and transforming it's world coordinates and camera coordinates, how do I obtain the results of the vertices after all of that?
Do I use D3DDevice.GetTransform or D3DXVec3TransformCoord or something else?
NotMe should be around in a week or so. I think he was up on DX.
I found this though
Transformed Vertex = Model Vertex * World Matrix * Camera Matrix
D3DXVec3Project I think
No that I think converts World coordinates to Screen coordinates.
When I use D3DXVec3Unproject though, I'm getting Division by zero errors for some unknown reason, even though there is no division and no zeros.
*bump* maybe NoteMe might know
This one dude has code for object selection using the stencil buffer, which he claims is pixel perfect. Unfortunately I can't find where to download his example. All I see is code to do an object selection lasso
http://gpwiki.org/index.php/Object_selection_lasso