Game Development Reference
In-Depth Information
(also known as Post Projection Space). Now we have vertices in their correct loca-
tions relative to the screen (with an origin in the center of the screen), allowing the
API to handle the final transforms and clipping required to get a 2D pixel grid for ren-
dering.
By combining each of these transformations together we form a World-View-Pro-
jection transform that takes a vertex right through to screen space. This is done
within the vertex shader, which will be explained later on.
Direct3D doesn't have any functions to do that for you, but DirectXMath (also
provided in the Windows 8 SDK) has plenty of functions to do the math and ensure
you get the right result.
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