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Projection of vertices

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Which step in the transformation process does the actual projection of vertices onto the screen in Direct3D? The perspective matrix, as far as I see, just transforms the points into homogenous coordinates for clipping purposes. But the projection itself?

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The projection would be done whenever the hardware performs the homogeneous divide on each fragment location to get client window coordinates (assuming the viewport transformation has been applied already). I'm not really sure what stage this happens in, since you can do the division at any time and still keep the homogeneous coordinates around for clipping and texture purposes. Sometime after the vertex shader of course, but otherwise up to the hardware I suppose.

I hope that's what you meant by projection :)

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