Jump to content

View more

Image of the Day

Adding some finishing touches...
Follow us for more
#screenshotsaturday #indiedev... by #MakeGoodGames https://t.co/Otbwywbm3a
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

Viewports

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
No replies to this topic

#1 EngineProgrammer   Members   

295
Like
0Likes
Like

Posted 07 December 2012 - 04:26 AM

When looking at 3D projections and transformations I was thinking on 3Dsmax, which has multiple viewports. So I've tried to get my own viewport with logical units -1 to 1.

Now I wonder if I'm using a modern way of setting up a viewport. I have found these functions on msdn but I have no idea if these are still used nowadays.

  hDC = BeginPaint(hWnd, &ps);
  GetClientRect(hWnd, &client);

  SetMapMode(hDC, MM_ANISOTROPIC);
  SetViewportOrgEx(hDC, client.right/2, client.bottom/2, 0);
  SetViewportExtEx(hDC, client.right, client.bottom, 0);
  SetWindowOrgEx(hDC, 0, 0 ,0);
  SetWindowExtEx(hDC, 2, 2, 0);

  Rectangle(hDC, 0, 0, 1, 1);
  EndPaint(hWnd, &ps);

This code sets up my window to 2 logical units, from -1 to 1. So like DirectX uses his viewport.
And I've changed the viewport extends so when I scale the window, the objects in the window are scaled also.




Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.