RE: [GD-Windows] From OGL To D3D
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From: Brian H. <bri...@py...> - 2002-02-09 04:34:13
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They also differ in handedness. And the extra world matrix in D3D adds some complication (potentially -- I just keep it at identity). Brian At 10:30 PM 2/8/2002 -0600, Paul Bleisch wrote: >OpenGL uses -1 < w < 1 for the clip space, while D3D >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...] > > Sent: Friday, February 08, 2002 11:00 AM > > To: gam...@li... > > Subject: Re: [GD-Windows] From OGL To D3D > > > > > > At 11:49 AM 2/8/2002 -0500, Dave Smith wrote: > > >Before I embark on this great quest of porting some of my > > code from OGL > > >to D3D, I would like to know if there are any good sites > > that discuss > > >this issue. > > > > No sites, unfortunately, at least that I'm aware of. > > > > If you're targeting DX8, then the transition should be fairly smooth > > (depending on how much OGL you were using). Most of the > > state stuff has > > direct analogs. Probably the biggest area of confusion for > > me was making > > sure my matrices were matching correctly. I don't remember the exact > > details, but it took some trial and error before I figured > > out how to map > > an OpenGL projection matrix to the D3D one. > > > > Brian > > > > > > _______________________________________________ > > Gamedevlists-windows mailing list > > Gam...@li... > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > > Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=555 > > > >_______________________________________________ >Gamedevlists-windows mailing list >Gam...@li... >https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows >Archives: >http://sourceforge.net/mailarchive/forum.php?forum_idU5 |