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Problem with Ortho2D mode

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Hi i try to render some simple polygons in 2D: D3DXMatrixOrthoLH(&Ortho2D, WIDTH, HEIGHT, 0.0f, 1.0f); D3DXMatrixIdentity(&Identity); SetTransform(D3DTS_PROJECTION, &Ortho2D); SetTransform(D3DTS_WORLD, &Identity); SetTransform(D3DTS_VIEW, &Identity); SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); SetRenderState(D3DRS_LIGHTING, FALSE); i render a simple triangle in the middle of the screen dev->Clear( 0, NULL, D3DCLEAR_TARGET, 0x0000FF00, 1.0f, 0 ); dev->BeginScene(); dev->SetTexture( 0, NULL ); InVertex test[3]; test[0].x= 0.0f; test[0].y=-10.0f; test[0].z= 1.0f; test[0].c=0xFFFFFFFF; test[1].x= 10.0f; test[1].y= 10.0f; test[1].z= 1.0f; test[1].c=0xFFFFFFFF; test[2].x=-10.0f; test[2].y= 10.0f; test[2].z= 1.0f; test[2].c=0xFFFFFFFF; dev->SetVertexShader(T_INVERTEX); dev->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 1, test, sizeof(InVertex)); dev->EndScene(); This doesnt show anything just a green background. But when i change the T_INVERTEX description to include rhw=1.0f it works fine and draws a white triangle at the right screen coordinates. i guess i missed something stupid Eibwen [edited by - Eibwen on December 26, 2002 12:11:21 PM]

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What I gathered based on your code...

You are specifing your vertices co-ordinates in a Counter Clock Wise (CCW) direction.

Try either to rearrange them ClockWise (CW) or change the culling render state to D3DCULL_CW or D3DCULL_NONE...

Having said that, I don't think that with the 'rhw' vertex format you saw anything as well - 'cause the order of the vertices was still backwards.

Maybe with transformed vertices culling isn't enforced....?

[edited by - NE1 on December 26, 2002 4:44:31 PM]

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