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Model to world to screen coords ?

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Well i think i may have had a revelation while lying in bed last nite regarding maps and world coords. So this is what i came up with. My world terrain map is described by triangles, and is 100 * 100 units. Each triangle should be described like this struct Triangle{ D3DVERTEX vertices[2]; // local coords int x, y // world coords } so when i go to the render my map i transform everything to world coords using world matrice transformation (no rotation so the it will just be the translation matrix rite ?) then camera and projection. is this rite ? also a question about the viewport and setviewport. i used d3dx to initialise i have set up a camera, world and projection matrices. is a viewport already defined for me by d3dx or do i have i to create one ?

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