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Transformation from 3D space to screen space

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//Multiply the vertex by the world matrix:
//Vtx is of type D3DXVECTOR3
D3DXVec3Transform(&Vtx, &Vtx, &WorldMatrix);

//Multiply it by the view matrix
D3DXVec3Transform(&Vtx, &Vtx, &ViewMatrix);

//Multiply by the projection matrix:
D3DXVec3Transform(&Vtx, &Vtx, &ProjMatrix);

//Convert it:
Vtx.x = Vtx.x * ViewWidth/2 + ViewX + ViewWidth/2;
Vtx.y = -Vtx.y * ViewHeight/2 + ViewY + ViewHeight/2;

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