Dibujo un Quad pantalla completa?
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23-08-2019 - |
Pregunta
¿Qué hay de malo en esto:
pVertexBuffer[0].Position = D3DXVECTOR3(0.0f,0.0f,0.0f);
pVertexBuffer[0].TexCoord = D3DXVECTOR2(0.0f,0.0f);
pVertexBuffer[1].Position = D3DXVECTOR3(m_ScreenResolutionX,0.0f,0.0f);
pVertexBuffer[1].TexCoord = D3DXVECTOR2(1.0f,0.0f);
pVertexBuffer[2].Position = D3DXVECTOR3(0.0f,m_ScreenResolutionY,0.0f);
pVertexBuffer[2].TexCoord = D3DXVECTOR2(0.0f,1.0f);
pVertexBuffer[3].Position = D3DXVECTOR3(0.0f,m_ScreenResolutionY,0.0f);
pVertexBuffer[3].TexCoord = D3DXVECTOR2(0.0f,1.0f);
pVertexBuffer[4].Position = D3DXVECTOR3(m_ScreenResolutionX,0.0f,0.0f);
pVertexBuffer[4].TexCoord = D3DXVECTOR2(1.0f,0.0f);
pVertexBuffer[5].Position = D3DXVECTOR3(m_ScreenResolutionX,m_ScreenResolutionY,0.0f);
pVertexBuffer[5].TexCoord = D3DXVECTOR2(1.0f,1.0f);
si trato de hacer esto, yo no veo nada. en el shader de vértice i uso estas posiciones de los vértices sin transformarlas.
Solución
Vertex shaders vértices de salida en espacio de pantalla homogénea coordenadas; por lo general son de resolución de pantalla independiente. En otras palabras, usted debe salida de coordenadas a partir de (-1, -1,0) a (1, 1, 0).
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