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urgrund

HLSL, screen alligned quad?

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Is there a way, purely in vertex/pixel shaders to make a polygon always face the screen? Or is this usually done in the main engine code? (this is a game engine by the way). ...I've only got access to HLSL to manipulate pixels, so was wondering if this was possible. Thanks!

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Guest Anonymous Poster
inverse model-view-projection matrix

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Does it have to be defined in 3D?

If you're trying to do "2D in 3D" type effects (e.g. post-processing, GUI's etc...) then you can just define the geometry in 2D and skip any complicated maths...

A few more details and I (or someone else) can probably suggest a solution.

hth
Jack

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