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### #ActualxDarkice

Posted 11 January 2012 - 01:11 PM

Ok, I got this now. Can I force DirectX to use screen positions instead of values from 0 to 1 to set the Z-Positions and the vertexpositions much more precisely?

I think there could be some 'fighting' between the values when they are too near together. In OpenGL I can do this. Ideas?

Edit: I am trying to use this
Matrix.OrthoLH(Screenwidth, Screenheight, zNear, zFar);
This works, but if I am using screenpositions now for drawing, the textures are shifted to the mid of the screen. Basically, position 0,0 is the center of the screen, but I want it to be at the top left.

### #1xDarkice

Posted 11 January 2012 - 11:44 AM

Ok, I got this now. Can I force DirectX to use screen positions instead of values from 0 to 1 to set the Z-Positions and the vertexpositions much more precisely?

I think there could be some 'fighting' between the values when they are too near together. In OpenGL I can do this. Ideas?

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