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Convert D3DFVF_XYZRHW into D3DFVF_XYZW #188
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ee3a7f1
Added config setting DdrawConvertHomogeneousW.
dkollmann 3c1ee96
Use the actual viewport size for the view matrix.
dkollmann ec96e85
Center geometry on screen.
dkollmann 0562725
The geometry is visible now.
dkollmann 22ab3bf
Fixed geometry having reversed depth.
dkollmann 15f2241
The rendering of geometry is correct now.
dkollmann 74d067a
Disabled unnecessary changes on states.
dkollmann b147e75
Merge branch 'master' into reverse_xyzrhw
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Don't you lose information here if rhw is != 1?
It's not used for many things, but at least for perspective-correct texture mapping and some exotic stuff like fog.
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The documentation read that the use of W is undefined here, and not seen as part of the position vector. For me it made no difference if I had it or not. So it is probably better to just remove it then.
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Yeah not sure if they use the W at all in this mode, also they also say it's "designed for, and can only be used with, the programmable vertex pipeline."
https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dfvf
So the input coordinates are in screen space and your view matrix transforms it back into clip space?
https://gamedev.net/forums/topic/582097-difference-between-d3dfvf_xyzw-and-d3dfvf_xyzrhw/4705397/
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The SetTransform function overrides the game matrices with its own, when the mode is active.
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I know.
I guess an identity viewport matrix would also suffice but not sure about this mode.
https://learn.microsoft.com/en-us/windows/win32/dxtecharts/the-direct3d-transformation-pipeline