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Draworder calculation depending on camera

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Hi How can I calculate the draworder depending on the current camera. I have a "Vector3" with the position of the object. I need to know the distance to the camera, so I can sort my items before drawing them. I have issues with the alphablending thing. Kind regards Alexander

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What language and DirectX version?

You can get the view matrix, and read the position from it. Assuming C++ / DX9:

float GetDistanceToCamera(const D3DXVECTOR3& vPos)
{
D3DMATRIX matView;
HRESULT hResult = m_pDevice->GetTransform(D3DTS_VIEW, &matView);
if(FAILED(hResult))
return 9999.0f;

D3DXVECTOR3 vCameraPos;
vCameraPos.x = matView._41;
vCameraPos.y = matView._42;
vCameraPos.z = matView._43;

D3DXVECTOR3 vDistance = vPos - vCameraPos;
return D3DXVec3Length(&vDistance);
}


That code is untested though. It's also worth noting that the usual way to do this is to have a camera class that contains the current camera orientation and frustum planes for clipping.

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