# mapping objects based on x and y coords

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Hi all, The screen resolution I am using for my game is 1024x768. I have a square which takes up the entire viewing screen and has an image mapped to it (this is my background image). Now the image being mapped on to the square is also 1024x768. The background image contains X's (as in X marks the spot) for where DirectX should draw other objects over (so the X's marks the positioning of where DirectX should draw the other objects on). Using photoshop I can get the exact x,y coords of the X on the image. Now what I want to know is that if i resized the square I created to map the background image on like so:
[SOURCE]
struct CUSTOMVERTEX t_vert[] =
{
{1024, 768, 0, 0xffffffff, 0, 0,},
{0, 768, 0, 0xffffffff, 1, 0,},
{1024, 0, 0, 0xffffffff, 0, 1,},
{0, 0, 0, 0xffffffff, 1, 1,},
};
[/SOURCE]
so its 1:1 scale of the screen resolution, will this allow me to map other objects over this object perfectly if i get the exact x and y coords from photoshop? Also will this severley decrease the performance of the game because of how the x and y coords are for this particular CUSTOMVERTEX? Thanks, I hope I explained it clearly :-)