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The triangle shape would change (a bit), yes. My point is that if you set some coordinates, start the application, check the triangle, stop the application, change the Z coordinates, start and check again, you can easily fail to notice the difference, becase the Z coord won't have such a great effect if you're looking down the Z axis.
Possibly, but in this case I trust in Prux's observations and by looking the code links he provided I am strongly on the opinion that basically this thread is all about projection and camera matrices and between perspective/orthogonal projection.
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Btw, I don't know what you meant by the units (m, cm, mm), D3D doesn't use physical units. A box 1.0 x 1.0 x 1.0 with the same camera settings will look the same whether it represents a 1 mm large dust seed or a 1 m crate.
Units are something that the developer decide. It is true that Direct3D isn't based on any particular unit system. However, in order to make any sense in a 3d world, one must decide what 1 (D3D) unit represents.
For example, in one of my projects I used 1 (d3d)unit = 1 meter. So, moving 200 units in that scale system makes a huge difference compared to another project where I used 1 unit = 1 cm. Practically, this is all about the proportions and the distance of the camera to the object, but still it makes a difference.
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Anyway, back to the topic - prux, have you advanced anyhow? Have you confirmed that the Z coordinate REALLY doesn't have any effect, regardless how it seems to be? ;)
Anyway, back to the topic ... any success with your triangle? It may help to draw several triangles at different locations in 3d space when beginning to work with the view/projection/world matrices, since black screen is always confusing. Also, consider implementing some camera functionality to rotate the view in case the initial camera direction is looking into empty space.
Good luck!