I am having some odd problems generating a topdown view of some point sprites in a radar simulation here.
The first image is how things should be. It was generated by using the D3DXVec3Transform function in C++ on each point with the World matrix. The results were then saved to a file, and then the file was used to plot the display using GDI+ with the origin of the plot (iow 0, 0, 0) at the red dot. The world matrix was not transposed when this was done.
However, if I try to do the same using the mul function in the geometry shader in DX11, without transposing the world matrix, this is what I get:
Transposing the world matrix, either on shader, or on the C++ side before sending it to the shader doesn't help either. As you can see in the above image, there is some sort of repetition going on. Transposing removes that repetition, leaving a single block in the center of the display, but with 2 solid white lines extending from the center up and to the right on X and Y axis.
I have verified that when I send the world matrix to the shader, all the elements are being loaded and are going through. This leads me to question how the shader is performing the translation. Any ideas?