can anyone explain what normalized device coordinates are?, is it the same idea as RHW for vertices when you set the FVF?
heres a picture of the radar rendering
http://i.imgur.com/Osq4Bml.png?1
// Viewport is entire texture.
D3DVIEWPORT9 vp = { 0, 0, 256, 256, 0.0f, 1.0f };
mRadarMap = new DrawableTex2D(256, 256, 0, D3DFMT_X8R8G8B8, true, D3DFMT_D24X8, vp, mAutoGenMips);
HR(gd3dDevice->CreateVertexBuffer(6*sizeof(VertexPT), D3DUSAGE_WRITEONLY,
0, D3DPOOL_MANAGED, &mRadarVB, 0));
// Radar quad takes up quadrant IV. Note that we specify coordinate directly in
// normalized device coordinates. I.e., world, view, projection matrices are all
// identity.
VertexPT* v = 0;
HR(mRadarVB->Lock(0, 0, (void**)&v, 0));
v[0] = VertexPT(0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
v[1] = VertexPT(1.0f, 0.0f, 0.0f, 1.0f, 0.0f);
v[2] = VertexPT(0.0f, -1.0f, 0.0f, 0.0f, 1.0f);
v[3] = VertexPT(0.0f, -1.0f, 0.0f, 0.0f, 1.0f);
v[4] = VertexPT(1.0f, 0.0f, 0.0f, 1.0f, 0.0f);
v[5] = VertexPT(1.0f, -1.0f, 0.0f, 1.0f, 1.0f);
HR(mRadarVB->Unlock());