Dear All

It is my first post in here, and may be this has been discussed several times.

I am having no success finding the screen coordinates fron a 3D Primitive Point/Coordinate

I am using the following code:

D3DMATRIX matrix; D3DXVECTOR4 position; D3DXVECTOR4 input; D3DVIEWPORT9 viewport; GetVertexShaderConstantF(0, (float *)&matrix, 4); GetViewport(&viewport); input.x = 0.0f; // ==> I replace the 0.0 with my x coordinate input.y = 0.0f; // ==> I replace the 0.0 with my y coordinate input.z = 0.0f; // ==> I replace the 0.0 with my z coodinate input.w = 1.0f; D3DXMatrixTranspose((D3DXMATRIX *)&matrix, (D3DXMATRIX *)&matrix); position.x = input.x * matrix._11 + input.y * matrix._21 + input.z * matrix._31 + matrix._41; position.y = input.x * matrix._12 + input.y * matrix._22 + input.z * matrix._32 + matrix._42; position.z = input.x * matrix._13 + input.y * matrix._23 + input.z * matrix._33 + matrix._43; position.w = input.x * matrix._14 + input.y * matrix._24 + input.z * matrix._34 + matrix._44; float x = ((position.x / position.w) * (viewport.Width / 2)) + viewport.X + (viewport.Width / 2); float y = viewport.Y + (viewport.Height / 2) - ((position.y / position.w) * (viewport.Height / 2));

The matrix variable holds the ** World **x

**x**

*View***matrix retrieved from the Shader.**

*Projection*

I also tried the D3DXVec3TransformCoord and D3DXVec3Project code snippets but without success.

I tested drawing these points in screen and they not nearly match the sprites/objects which they represent after going through the DirectX drawing Pipeline.

I appreciate any help!

Thanks

fs1

**Edited by fs1, 08 December 2013 - 06:41 AM.**