Object Space to Screen Coords?
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!
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
Luck!
Guimo
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