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#ActualN1ghtDr34m3r

Posted 07 September 2012 - 02:14 PM

D3DXMATRIXA16 projection;
D3DXMatrixPerspectiveFovLH(&projection, D3DX_PI/4, (float)width / (float)height, 0.0f, 100.0f);
d3d9Device->SetTransform(D3DTS_PROJECTION,&projection);
Okay, so I have the same fov like in my Init(). Posted Image

Yeah, thanks for the tipp. Posted Image

EDIT:

I found the problem, namely that for the aspect I don't have to write
(float)(1280/720)
but
(1280.0f/720.0f)
. Posted Image

Now the quad fills the entire screen. Posted Image

Thank you for helping! Posted Image

#1N1ghtDr34m3r

Posted 07 September 2012 - 01:56 PM

D3DXMATRIXA16 projection;
D3DXMatrixPerspectiveFovLH(&projection, D3DX_PI/4, (float)width / (float)height, 0.0f, 100.0f);
d3d9Device->SetTransform(D3DTS_PROJECTION,&projection);
Okay, so I have the same fov like in my Init(). Posted Image

Yeah, thanks for the tipp. Posted Image

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