RE: [GD-Windows] From OGL To D3D
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From: Paul B. <pa...@mi...> - 2002-02-09 04:30:38
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OpenGL uses -1 < w < 1 for the clip space, while D3D=20 uses 0 < w < 1 which for practical purposes means you have to scale (or divide) by two in some places to get exact visual similarity. I don't remember the details either, but I think that was the biggest problem. Paul > -----Original Message----- > From: Brian Hook [mailto:bri...@py...]=20 > Sent: Friday, February 08, 2002 11:00 AM > To: gam...@li... > Subject: Re: [GD-Windows] From OGL To D3D >=20 >=20 > At 11:49 AM 2/8/2002 -0500, Dave Smith wrote: > >Before I embark on this great quest of porting some of my=20 > code from OGL=20 > >to D3D, I would like to know if there are any good sites=20 > that discuss=20 > >this issue. >=20 > No sites, unfortunately, at least that I'm aware of. >=20 > If you're targeting DX8, then the transition should be fairly smooth=20 > (depending on how much OGL you were using). Most of the=20 > state stuff has=20 > direct analogs. Probably the biggest area of confusion for=20 > me was making=20 > sure my matrices were matching correctly. I don't remember the exact=20 > details, but it took some trial and error before I figured=20 > out how to map=20 > an OpenGL projection matrix to the D3D one. >=20 > Brian >=20 >=20 > _______________________________________________ > Gamedevlists-windows mailing list=20 > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D555 >=20 |