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我只是写一些代码来测试D3DXVec3Project函数,试图让它将文本对齐到一个3d位置。D3DXVec3Project需要对象位置的一半
3D到2D码:
D3DXVECTOR3 ToScreenSpace(D3DXVECTOR3 position)
{
D3DXVECTOR3 out;
D3DVIEWPORT9 view;
D3DXMATRIX matView;
D3DXMATRIX matWorld;
D3DXMATRIX matProj;
D3DXMATRIX worldPos;
D3DXMATRIX worldRotX;
D3DXMATRIX worldRotY;
D3DXMATRIX worldRotZ;
D3DXMATRIX worldScl;
graphicsDevice->GetViewport(&view); //view in debug is showing all the correct values.
graphicsDevice->GetTransform(D3DTS_VIEW, &matView); //view is set each frame from the camera
graphicsDevice->GetTransform(D3DTS_PROJECTION, &matProj); //this is set once in the scene manager
D3DXMatrixTranslation(&matWorld, position.x, position.y, position.z); //uses the given position for the world matrix
D3DXVec3Project(&out, &position, &view, &matProj, &matView, &matWorld);
return out;
}
测试代码: D3DXVECTOR3试验; test.x = 90; test.y = 0; test.z = 70; test = ToScreenSpace(test);
RECT rct;
rct.left = test.x;
rct.right=test.x + 650;
rct.top = test.y;
rct.bottom=rct.top + 20;
m_font->DrawText(NULL, L"Hello World", -1, &rct, 0, fontColor);
问题是,无论在test.xyz中放置的值是否提供两倍的屏幕空间坐标量。
即ToScreenSpace将文本正确对齐到3D空间50,0,50我需要给文本值25,0,25。 90,10,70? 45,5,35等
我只是想知道为什么这可能是这种情况。
谢谢,我认为奇怪的是,我必须通过一个位置和一个世界矩阵,猜测这解释了为什么>< 再次感谢。 – user1539405 2012-08-02 10:18:03