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[D3D] question about the canonical view

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Hey everyone I have a small question about the so called "canonical view" (volume where all visible data should be transformed to before rasterization.). I wonder what the exact coordinates of the canonical view are. According to CodeGuru: http://www.codeguru.com/cpp/misc/misc/math/article.php/c10123/ the canonical view is a cube that extends from (–1, –1, 0) to (1, 1, 1). But i need a little more exact info on those boundaries. Should the Z be within (0 <= Z < 1) or within (0 < Z <= 1)??? and what about X and Y? The problem is, that i made an application which renders billboards at different Z coordinates. When i run it on vista, everything within the (0 <= Z <= 1) is displayed. When i run it on my XP laptop, everything within the (0 < Z <= 1) is displayed (Z=0 is not visible). How come this difference between the two systems, is it because the GFX drivers are different?? And what Z-Range is ACTUALLY VALID?? Can someone plz help me with this?

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This topic is 3633 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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