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Computing screen coordinates

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listechtony

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Dec 15, 2009, 5:08:01 PM12/15/09
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I have a vertex buffer of world coordinates which when I apply the correct
transformation matrices render correctly to the screen, as expected. Now I
wish to compute screen coordinates for each vertex to use to populate another
vertex buffer of transformed coordinates because I have some symbols I wish
to render in screen space, depending on when the vertices lie. I use the
transformation matrices to do this manually and normally this also works OK.
Yet, when I get "extreme" transformations, say when I zoom in very close and
some of the matrices have very small numbers, e.g. below 1 e-5, then the
symbols do not match exactly with the vertices. I am confused by this because
I would have thought that the rendering pipeline is using exactly the same
matices as I am using manually, yet there does seem to be some rounding
issues here. How does the rendering pipeline use the matices to compute
screen coordinates and why would I be getting slight differences at extreme
cases, where normally I seem to be getting the same coords by applying these
transformations manually?

listechtony

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Jan 11, 2010, 4:36:01 PM1/11/10
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Can anyone help here?
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