It looks like this:
for(int c=0;c<noOfVertices;c++)
{
position[c] = SlimDX.Vector3.TransformCoordinate(position[c],spriteOrthoMatrix);
}
However, I managed to get round the issue in the end by recalculating a quad's position on the screen based on it's grid reference. My first question was poorly worded on reflection, and essentially I was looking for something to UN-transform my vectors. There doesn't seem to be anything in the SlimDX API that does this.
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#4CdrTomalak
Posted 29 August 2012 - 03:51 PM
It looks like this:
for(int c=0;c<noOfVertices;c++)
{
position[c] = SlimDX.Vector3.TransformCoordinate(position[c],spriteOrthoMatrix);
}
However, I managed to get round the issue in the end by recalculating a quad's position on the screen based on it's grid reference. My first question was poorly worded on reflection, and essentially I was looking for something to UN-transform my vectors. There doesn't seem to be anything in the SlimDX API that does this.
for(int c=0;c<noOfVertices;c++)
{
position[c] = SlimDX.Vector3.TransformCoordinate(position[c],spriteOrthoMatrix);
}
However, I managed to get round the issue in the end by recalculating a quad's position on the screen based on it's grid reference. My first question was poorly worded on reflection, and essentially I was looking for something to UN-transform my vectors. There doesn't seem to be anything in the SlimDX API that does this.
#3CdrTomalak
Posted 29 August 2012 - 03:51 PM
It looks like this:
[source lang="csharp"]for(int c=0;c<noOfVertices;c++){ position[c] = SlimDX.Vector3.TransformCoordinate(position[c],spriteOrthoMatrix);}[/source]
However, I managed to get round the issue in the end by recalculating a quad's position on the screen based on it's grid reference. My first question was poorly worded on reflection, and essentially I was looking for something to UN-transform my vectors. There doesn't seem to be anything in the SlimDX API that does this.
[source lang="csharp"]for(int c=0;c<noOfVertices;c++){ position[c] = SlimDX.Vector3.TransformCoordinate(position[c],spriteOrthoMatrix);}[/source]
However, I managed to get round the issue in the end by recalculating a quad's position on the screen based on it's grid reference. My first question was poorly worded on reflection, and essentially I was looking for something to UN-transform my vectors. There doesn't seem to be anything in the SlimDX API that does this.
#2CdrTomalak
Posted 29 August 2012 - 03:50 PM
It looks like this:
[source lang="csharp"] for(int c=0;c<noOfVertices;c++) { position[c] = SlimDX.Vector3.TransformCoordinate(position[c],spriteOrthoMatrix); }[/source]
However, I managed to get round the issue in the end by recalculating a quad's position on the screen based on it's grid reference. My first question was poorly worded on reflection, and essentially I was looking for something to UN-transform my vectors. There doesn't seem to be anything in the SlimDX API that does this.
[source lang="csharp"] for(int c=0;c<noOfVertices;c++) { position[c] = SlimDX.Vector3.TransformCoordinate(position[c],spriteOrthoMatrix); }[/source]
However, I managed to get round the issue in the end by recalculating a quad's position on the screen based on it's grid reference. My first question was poorly worded on reflection, and essentially I was looking for something to UN-transform my vectors. There doesn't seem to be anything in the SlimDX API that does this.
#1CdrTomalak
Posted 29 August 2012 - 03:50 PM
It looks like this:
[source lang="csharp"] for(int c=0;c<noOfVertices;c++) { position[c] = SlimDX.Vector3.TransformCoordinate(position[c],spriteOrthoMatrix); }[/source]
However, I managed to get round the issue in the end by recalculating a quad's position on the screen based on it's grid reference. My first question was poorly worded on reflection, and essentially I was looking for something to UN-transform my vectors. There doesn't seem to be anything in the SlimDX API that does this.
[source lang="csharp"] for(int c=0;c<noOfVertices;c++) { position[c] = SlimDX.Vector3.TransformCoordinate(position[c],spriteOrthoMatrix); }[/source]
However, I managed to get round the issue in the end by recalculating a quad's position on the screen based on it's grid reference. My first question was poorly worded on reflection, and essentially I was looking for something to UN-transform my vectors. There doesn't seem to be anything in the SlimDX API that does this.