• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Anddos

WorldToScreen Function help

1 post in this topic

I am trying to convert an objects cordinates from 3D Space to 2D Space,but it dosent seem to work at all

 

 void WorldToScreen(IDirect3DDevice9* Device)
 D3DVIEWPORT9 Viewport; 
 D3DXMATRIX ViewMatrix,ProjectionMatrix,ViewProjectionMatrix,LocalToWorld,WorldToLocal; 
 
 Device->GetVertexShaderConstantF(0,ViewMatrix,3);//View
 Device->GetVertexShaderConstantF(3,ProjectionMatrix,4);//Projection
 Device->GetVertexShaderConstantF(43,LocalToWorld,4);//LocalToWorld
 Device->GetViewport(&Viewport);
 D3DXMatrixIdentity(&WorldToLocal);
 
 ViewProjectionMatrix = ViewMatrix * ProjectionMatrix;
 D3DXVec3Project(&Vector2D,
            &Vector3D,
&Viewport,
&ViewProjectionMatrix,
&LocalToWorld,
&WorldToLocal); 
 if(Vector2D.z < 1.0f)
 {
X = static_cast<int>(Vector2D.x);
Y = static_cast<int>(Vector2D.y);
 }
}
 
This is the dissasembled shader
 
// Registers:
//
//   Name                                                  Reg   Size
//   ----------------------------------------------------- ----- ----
//   FogModeA                                              b0       1
//   FogModeB                                              b1       1
//   ShadowReceiverFlag                                    b4       1
//   ShadowReceiverSSSM                                    b7       1
//   VSC_PointLoopCount                                    i0       1
//   VSC_SpotLoopCount                                     i1       1
//   VSC_ViewMatrix                                        c0       3
//   VSC_ProjMatrix                                        c3       4
//   VSC_TexTransform                                      c8      12
//   VSC_InstanceColor                                     c25      1
//   VSC_SpecularPower_Alpha_FogEnd_RCPFogEndMinusFogStart c31      1
//   VSC_MatrixOffset                                      c32      1
//   VSC_Free_ExpFog_AFogEnd_RCPAFogEndMinusAFogStart      c34      1
//   VSC_ShadowmapMatrix                                   c35      3
//   VSC_InstanceLandShadowIntensity                       c38      1
//   VSC_LWSMatrix                                         c43      3
//   view_matrix_56                                        c46    168
//   LPSData                                               c214    20
//

 

0

Share this post


Link to post
Share on other sites

ViewProjectionMatrix = ViewMatrix * ProjectionMatrix; // ??? any reason you're doing this?

 

Take a look at the docs for D3DXVec3Project. A lot of your parameters appear to be inappropriate.

 

For instance, when this code is called, what is Vector3D? It should be the vertex position you're looking to project (from your mesh/model/vertexbuffer?)

 

I don't know if you're retrieving the parameters correctly (have you checked?), but it appears you should be using something like:
 

D3DXVec3Project( &Vector2D, &Vector3D, &viewport, &projectionMatrix, &viewMatrix, &world );

where "world" is whatever you're using to position the object, presumably LocalToWorld. Then, as you have it, the screen pos is (Vector2D.x, Vector2D.y), assuming that Vector2D is really D3DXVECTOR3.

 

Also, just as general practice, you should always check for errors.

 

EDIT: Had the wrong return value for D3DXVec3Project. (Thanks, unbird)

Edited by Buckeye
1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0