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#Actualcol_anderson

Posted 11 October 2012 - 07:39 AM

I solved the issue for me, but you seem to use untransformed screen coordinates.

The root cause with my code were the Projection and View matrices.

While I stored the world matrix correctly:
sChangesEveryFrame.mWorld = XMMatrixTranspose(XMLoadFloat4x4(&worldMatrix));

I did not do it with the other two:
sNeverChanges.mView = XMLoadFloat4x4(&ViewMatrix);
and
sChangesOnResize.mProjection = XMLoadFloat4x4(&ProjectionMatrix);

The shader has to use a transposed version of the matrices.

AlzPatz - I will get in touch with you via PM.

#3col_anderson

Posted 11 October 2012 - 07:39 AM

I solved the issue for me, but you seem to use untransformed screen coordinates.

The root cause with my code were the Projection and View matrices.

While I stored the world matrix correctly:
sChangesEveryFrame.mWorld = XMMatrixTranspose(XMLoadFloat4x4(&worldMatrix));
I did not do it with the other two:
sNeverChanges.mView = XMLoadFloat4x4(&ViewMatrix);
and
sChangesOnResize.mProjection = XMLoadFloat4x4(&ProjectionMatrix);

The shader has to use a transposed version of the matrices.

AlzPatz - I will get in touch with you via PM.

#2col_anderson

Posted 11 October 2012 - 07:38 AM

I solved the issue for me, but you seem to use untransformed screen coordinates.

The root cause with my code were the Projection and View matrices.

While I stored the world matrix correctly:
sChangesEveryFrame.mWorld = XMMatrixTranspose(XMLoadFloat4x4(&worldMatrix));
I did not do it with the other two:
sNeverChanges.mView = XMLoadFloat4x4(&ViewMatrix);
and
sChangesOnResize.mProjection = XMLoadFloat4x4(&ProjectionMatrix);

The shader has to use a transposed version of the matrix.

AlzPatz - I will get in touch with you via PM.

#1col_anderson

Posted 11 October 2012 - 07:24 AM

I solved the issue for me, but you seem to use untransformed screen coordinates.

The root cause with my code were the Projection and View matrices.

While I stored the world matrix correctly:
sChangesEveryFrame.mWorld = XMMatrixTranspose(XMLoadFloat4x4(&worldMatrix));
I did not do it with the other two:
XMStoreFloat4x4(&ViewMatrix,XMMatrixLookAtLH(eye,at,up));
and
XMStoreFloat4x4(&ProjectionMatrix,XMMatrixPerspectiveFovLH(XM_PIDIV2,resolutionWidth/(float)resolutionHeight,0.01f,1.0f));

The shader has to use a transposed version of the matrix.

AlzPatz - I will get in touch with you via PM.

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