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HexDump

transformed vertices + transformations problem

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Hello everybody, Here is some code I use in order to render a quad with transformed vertices: //Setting up d3d to use this kind of vertices struct t2DVertex { float X,Y,Z,RHW; DWORD Color; float Tu,Tv;}; #define FVF_2DVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1); //Code used to render the quad //Some code to set up rendering, NO CUlling, etc... //Set Project and View Transformation matrices D3DXMATRIX matProj; D3DXMatrixOrthoLH(&matProj,640,480,1.0f,3000.0f); pDevice->SetTransform(D3DTS_PROJECTION, &matProj); D3DXMATRIX matView; D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 0.0f, 1.0f), &D3DXVECTOR3(0.0f, 0.0f, 20.0f), &D3DXVECTOR3(0.0f, 1.0f, 0.0f)); pDevice->SetTransform(D3DTS_VIEW, &matView); /*D3DXMATRIX TransMatrix; D3DXMatrixIdentity(&TransMatrix); D3DXMatrixRotationZ(&TransMatrix,45*D3DX_PI/180); pDevice->SetTransform(D3DTS_WORLD, &TransMatrix);*/ pDevice->SetTexture(0,pTexture); pDevice->SetFVF(FVF_2DVERTEX); pDevice->DrawPrimitiveUP (D3DPT_TRIANGLESTRIP,2,m_Verts,sizeof(t2DVertex)); Well, this is what I use. The problem is that when I don´t use transformed vertices the Rotation (code commented) is performed but when I use transformed vertices (like in this example) it doesn´t, same ocurrurs when doing translations. Can anybody tell me why could this happend? Thanks in advance. HexDump.

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Transformed vertices are just that. When you use them you''re telling D3D "don''t apply ANY transformations to these vertices because they are already TRANSFORMED ".

--
Simon O''Connor
Creative Asylum Ltd
www.creative-asylum.com

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So, in order to translate vertices, etc... I must change coordinates in the buffer itself?

Thanks.


HexDump.

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