I've set up world/view/projection matrixes for a game. In another part of the program, where I don't have easy access to the information used to set up the matrixes, I want to manually transform some points to make them float over the 3D objects.
I tried to do it this way:
1. Get the world matrix from DirectX
2. Get the view matrix from DirectX
3. Get the projeciton matrix from DirectX
4. Multiply those together
5. Use those matrixes to transform a point
When I do this... well, plenty goes wrong. For one thing, rotations seem to be flipped horizontally, and it also doesn't scale correctly to the screen's resolution.
Is there a specific way to manually transform a point to match the matrixes that have already been sent to DirectX?
Short version: I want to manually transform an xyz position as if it went through the pipeline.
Edited by Raptisoft, 17 October 2013 - 08:37 AM.