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World Space -- Screen Space

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I am currently drawing my objects in the 3D World Space and I view the object by rotating and translating the camera. However, I would like to leave the world space coordinates unchanged and rotate my camera to get different views of my object. Then project the world space onto screen space. Then translate the pixels in the screen space. Is there an easy way to do this using the directx functions.

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Have you considered D3DXMatrixLookAtLH? It only takes three vectors (eye, look_at, up) and computes a view matrix.


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why do you want to translate the pixels in the screen space? Why don't you use something like

D3DXMatrixLookAtLH(&view, &eye, &at, &up);
d3dDevice->SetTransform(D3DTS_WORLD, &world);
d3dDevice->SetTransform(D3DTS_VIEW, &view);
d3dDevice->SetTransform(D3DTS_PROJECTION, &proj);

or a HLSL equivalent ?

I don't know a simple solution. My following idea is a little bit inefficient for only translating pixels in screen space.

You can do it in a post processing step. That means:

1) render the scene into a texture (instead into the backbuffer)
2) renden the texture (onto a quad) into the backbuffer,
while translating the texture coordinates in the pixel shader according to the pixel translation offset.

But then you have two rendering passes.

[Edit:] source tags added

[Edited by - Mr X on March 28, 2007 11:53:54 AM]

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