Sign in to follow this  
Dead_Telemarketer

Object Space to Screen Coords?

Recommended Posts

Hey, if I have a point in object space (like <0.0f, 1.0f, 0.0f> - 1 unit above my object's origin) and I want to figure out what that point will be on my screen, what matrices do I have to apply? I know I have to apply WVP - world, then view, then projection. Some docs refer to that as 'screen space', but the coords at that point aren't in the range of my screen (say I have a 640x480 buffer, they aren't between those values even if the point is on screen). What other matrix/matrices do I need to apply to the WVP-transformed point to get it into actual screen space (meaning its location in the display buffer)? Thanks!

Share this post


Link to post
Share on other sites
If using DX theres a function in the D3DXMath libs that can help you. Dont remember the name in this moment. (D3DXVector3Project I think...)

Luck!
Guimo

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this