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# DirectX Math function confusion

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While I was going over some older DirectX code, I came by the functions D3DXVec3Transform and D3DXVec3TransformCoord. Upon looking up the descriptions for them, they seemed rather similar but I don't see what the difference between the two are. Can someone please explain what is the difference between D3DXVec3Transform and D3DXVec3TransformCoord are, along with the math behind them?

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D3DXVec3Transform() assumes the input vector is a vector with a w coordinate of 0. D3DXVec3TransformCoord() assumes the input vector is a point with a w coordinate of 1. In somewhat simplified terms, basically it's the difference between using the translation part of the matrix or not.

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I believe I somewhat understand it more now, do you (or anyone) happen to have an example of how the code behind those functions are impelemented? I feel like that will help me understand it more.

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The matrices are 4x4, right? The difference between the two is if the matrix is multiplied by [x y z 0] or [x y z 1]. They're just normal matrix multiplications otherwise.

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From trying to figure out the math, would this be the correct way to calculate them?

 D3DXVECTOR3 Vec3Transform(D3DXVECTOR3 &vCoordinate, D3DXMATRIX &mTransform) { D3DXVECTOR4 vWorking; vWorking.x = (vCoordinate.x * mTransform._11) + (vCoordinate.y * mTransform._21) + (vCoordinate.z * mTransform._31) + mTransform._41; vWorking.y = (vCoordinate.x * mTransform._12) + (vCoordinate.y * mTransform._22) + (vCoordinate.z * mTransform._32) + mTransform._42; vWorking.z = (vCoordinate.x * mTransform._13) + (vCoordinate.y * mTransform._23) + (vCoordinate.z * mTransform._33) + mTransform._43; return D3DXVECTOR3(vWorking.x, vWorking.y, vWorking.z); } D3DXVECTOR3 Vec3TransformCoordinate(D3DXVECTOR3 &vCoordinate, D3DXMATRIX &mTransform) { D3DXVECTOR4 vWorking; vWorking.x = (vCoordinate.x * mTransform._11) + (vCoordinate.y * mTransform._21) + (vCoordinate.z * mTransform._31) + mTransform._41; vWorking.y = (vCoordinate.x * mTransform._12) + (vCoordinate.y * mTransform._22) + (vCoordinate.z * mTransform._32) + mTransform._42; vWorking.z = (vCoordinate.x * mTransform._13) + (vCoordinate.y * mTransform._23) + (vCoordinate.z * mTransform._33) + mTransform._43; vWorking.w = 1 / ((vCoordinate.x * mTransform._14) + (vCoordinate.y * mTransform._24) + (vCoordinate.z * mTransform._34) + mTransform._44); return D3DXVECTOR3(vWorking.x * vWorking.w, vWorking.y * vWorking.w, vWorking.z * vWorking.w); } 

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If row 1 is multiplied by X, row 2 by Y and row 3 by Z, then row 4? That's the thing to consider to fix the errors in that math.

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If row 1 is multiplied by X, row 2 by Y and row 3 by Z, then row 4? That's the thing to consider to fix the errors in that math.

This is what it seems like I did there, what error are you refering to?

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[quote name='Narf the Mouse' timestamp='1325206505' post='4897996']
If row 1 is multiplied by X, row 2 by Y and row 3 by Z, then row 4? That's the thing to consider to fix the errors in that math.

This is what it seems like I did there, what error are you refering to?
[/quote]
When transforming a Vector3 by a 4x4 matrix, you need an assumed W cordinate of either 1 or 0, depending on whether it's a cordinate transform or a direction transform, as discussed.

What happens with the matrix 41, 42 and 43 position changes in the first Transform function, when you multiply them by an assumed W cordinate of 0?

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