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D3DTLVERTEX - What the holy hell is RHW? PyroBoy (4 replies, 0 views) (2000-Sep-12)
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According to the MSDN docs: RHW is the reciprocal of the W coordinate from the homogeneous point (x,y,z,w) at which the vertex exists in projection space. (This value often works out to be the distance from the eyepoint to the vertex, taken along the z-axis.) Huh? I just want to put 4 vertices on the screen and draw a quad. What do I put for each vertex's RHW? Why does the rasterizer need this? The vertices are already transformed, in screen space, ready to go. Shouldn't need any more info should it?


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RE: D3DTLVERTEX - What the holy hell is RHW? Carl Warwick (2 replies) (2000-Sep-13)
And that works fine? *NT* PyroBoy (1 reply) (2000-Sep-13)
RE: Yeah, never had any problems yet *NT* Carl Warwick (0 replies) (2000-Sep-13)
What it sounds like... Rag on a Stick (0 replies) (2000-Sep-13)

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