Pergunta

O que há de errado com isto:

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);

Se eu tentar tornar este, eu não vejo nada. no shader de vértice i usar essas posições de vértice sem transformá-los.

Foi útil?

Solução

Vertex shaders vértices saída em coordenadas espaço de ecrã homogêneos; eles geralmente são independentes de resolução de tela. Em outras palavras, você deve coordenadas de saída de (-1, -1,0) a (1, 1, 0).

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