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2D - 3D Transformation

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Hello! Actually I am using the equation below to calculate the projected coordinates 2DVertex = (mWorld * mCamera * mProjection ) * 3DVertex and it performs well, but in a special case there are problems! For example the camera is placed inside a cube near to a corner and looks into the cube, the coordinates (corner) of the vertices placed behind the camera are projected to the wrong coordinates onto the view plane. All other vertices are projected to the right coordinates. Is there an other way to get the projected coordinates? Thanks

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Would D3DXVec3Project() by any chance help? I suppose all it really does, though, is precisely what you already do (with the additional necessity of a viewport)...

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