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Lyev

OpenGL DirectX 11 coordinate system question

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How do I make the coordinate system in DirectX 11 relative to the top left of the screen? I've setup an orthographic projection matrix, so that I can use screen coordinates but it makes more sense to me to have a top left origin, since I come from working with OpenGl.

I setup my projection matrix like this:
ww = the width of the window
and wh = the height of the window


projection = XMMatrixIdentity ();
projection = XMMatrixOrthographicLH (ww, wh, -1, 1);
Edited by Lyev

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The Direct3D post-projective normalized viewport coordinate space spans from [-1, 1] in X direction, +X being towards right, and [-1, 1] in Y direction, +Y being towards the top of the screen. See http://msdn.microsoft.com/en-us/library/windows/desktop/cc308049(v=vs.85).aspx
Assuming vector*matrix transformation order, to make an orthographic space that has (0,0) as top-left and (1,1) as bottom-right, (and depth range of [0,1]) you can use the matrix:

2 0 0 0
0 -2 0 0
0 0 1 0
-1 1 0 1

If you use matrix*vector, transpose the above matrix.

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