D3DXCreateMeshFVF(2, 4, D3DXMESH_MANAGED, Vertex::FVF, D3DDevice, &PPBillboardMesh);
Vertex* v = 0;
PPBillboardMesh->LockVertexBuffer(0, (void**)&v);
float WidthOffset = (ScreenHeight/ScreenWidth) * 0.885f;
v[0] = Vertex(-WidthOffset, -0.5f, 1.2f, 0.0f, 1.0f);
v[1] = Vertex(-WidthOffset, 0.5f, 1.2f, 0.0f, 0.0f);
v[2] = Vertex( WidthOffset, 0.5f, 1.2f, 1.0f, 0.0f);
v[3] = Vertex( WidthOffset, -0.5f, 1.2f, 1.0f, 1.0f);
PPBillboardMesh->UnlockVertexBuffer();
WORD* i = 0;
PPBillboardMesh->LockIndexBuffer(0, (void**)&i);
i[0] = 0; i[1] = 1; i[2] = 2;
i[3] = 0; i[4] = 2; i[5] = 3;
PPBillboardMesh->UnlockIndexBuffer();
Screen-Sized quad
I've written some post processing shaders, but cannot seem to get the quad I render to, to be the exact size of the screen. I am using this as of now:
And just billboard it to face the camera. This gets close, but not quite the right size. How do I go about creating the correct size quad?
-Chris
A quad from (-1,-1,0) to (+1,+1,0), passed through your vertex shader untransformed will cover the whole screen.
Here is code that I am using in AG :
bool Renderer::RenderQuad(){ D3DSURFACE_DESC pdesc; DXCALL( mFrame.mpBackBuffer->GetDesc( &pdesc ) ); FilterVertex fv[ 4 ]; fv[ 0 ].x = -0.5f; fv[ 0 ].y = -0.5f; fv[ 1 ].x = (float32)( pdesc.Width ) -0.5f; fv[ 1 ].y = -0.5f; fv[ 2 ].x = (float32)( pdesc.Width ) -0.5f; fv[ 2 ].y = (float32)( pdesc.Height )-0.5f; fv[ 3 ].x = -0.5f; fv[ 3 ].y = (float32)( pdesc.Height )-0.5f; fv[ 0 ].uv0[ 0 ] = 0.0f; fv[ 0 ].uv0[ 1 ] = 1.0f; fv[ 0 ].uv1[ 0 ] = 0.0f; fv[ 0 ].uv1[ 1 ] = 1.0f; fv[ 1 ].uv0[ 0 ] = 1.0f; fv[ 1 ].uv0[ 1 ] = 1.0f; fv[ 1 ].uv1[ 0 ] = 1.0f; fv[ 1 ].uv1[ 1 ] = 1.0f; fv[ 2 ].uv0[ 0 ] = 1.0f; fv[ 2 ].uv1[ 0 ] = 1.0f; fv[ 2 ].uv1[ 1 ] = 0.0f; fv[ 2 ].uv0[ 1 ] = 0.0f; fv[ 3 ].uv0[ 0 ] = 0.0f; fv[ 3 ].uv0[ 1 ] = 0.0f; fv[ 3 ].uv1[ 0 ] = 0.0f; fv[ 3 ].uv1[ 1 ] = 0.0f; mpDevice->SetVertexShader( 0 ); mpDevice->SetFVF( FilterVertex::FVF ); mpDevice->SetVertexDeclaration( mpFilterDecl ); DXCALL( mpDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN, 2, &( fv[ 0 ] ), sizeof( FilterVertex ) ) ); return true;}
Thanks for the help guys, I got it now. Kind of a simple mistake actually.
SimmerD - I noticed you have Los Gatos there, do you work for Cryptic? I was actually born and raised there so it caught my eye.
-Chris
SimmerD - I noticed you have Los Gatos there, do you work for Cryptic? I was actually born and raised there so it caught my eye.
-Chris
Nope, I started my own game company. Right now I work in Sunnyvale, but I will probably be working at home starting next month, as my partner is moving to Denver, so there's not much point in maintaining an office...
This topic is closed to new replies.
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