I am using XNA with SpriteBatch and custom drawn verticies in parallel. The goal is to have the same coordinate system for both techniques. That means I need a projection matrix that maps to screen coordinates: (0, 0) is in the top left screen corner, while width and height are determined by the screen resolution.
Matrix.CreateOrthographicOffCenter(0, width, 0, height, -1, 1);
Works well but has the center in the bottom-left corner.
Matrix.CreateOrthographicOffCenter(0, width, height, 0, -1, 1);
Does not display anything at all.
Trying to combine the first projection matrix with a translation and scaling y by -1 does not display anything at all either. Scaling by positive values works well, translatio开发者_如何学JAVAn too. But as soon as I scale by a negative value I do not get any output at all.
Any ideas?
PS: For testing purpose I am drawing vertices far beyond the screen coordinates, so I would at least see something if there is some error in translation.
I use this code to initialize my 2D camera for drawing lines, and use a basic custom effect to draw.
Vector2 center;
center.X = Game.GraphicsDevice.Viewport.Width * 0.5f;
center.Y = Game.GraphicsDevice.Viewport.Height * 0.5f;
Matrix View = Matrix.CreateLookAt( new Vector3( center, 0 ), new Vector3( center, 1 ), new Vector3( 0, -1, 0 ) );
Matrix Projection = Matrix.CreateOrthographic( center.X * 2, center.Y * 2, -0.5f, 1 );
Effect
uniform float4x4 xWorld;
uniform float4x4 xViewProjection;
void VS_Basico(in float4 inPos : POSITION, in float4 inColor: COLOR0, out float4 outPos: POSITION, out float4 outColor:COLOR0 )
{
float4 tmp = mul (inPos, xWorld);
outPos = mul (tmp, xViewProjection);
outColor = inColor;
}
technique Lines
{
pass Pass0
{
VertexShader = compile vs_2_0 VS_Basico();
FILLMODE = SOLID;
CULLMODE = NONE;
}
}
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