XMVector3Project function (directxmath.h)
Project a 3D vector from object space into screen space.
Syntax
XMVECTOR XM_CALLCONV XMVector3Project(
[in] FXMVECTOR V,
[in] float ViewportX,
[in] float ViewportY,
[in] float ViewportWidth,
[in] float ViewportHeight,
[in] float ViewportMinZ,
[in] float ViewportMaxZ,
[in] FXMMATRIX Projection,
[in] CXMMATRIX View,
[in] CXMMATRIX World
) noexcept;
Parameters
[in] V
3D vector in object space that will be projected into screen space.
[in] ViewportX
Pixel coordinate of the upper-left corner of the viewport. Unless you want to render to a subset of the surface, this parameter can be set to 0.
[in] ViewportY
Pixel coordinate of the upper-left corner of the viewport on the render-target surface. Unless you want to render to a subset of the surface, this parameter can be set to 0.
[in] ViewportWidth
Width dimension of the clip volume, in pixels. Unless you are rendering only to a subset of the surface, this parameter should be set to the width dimension of the render-target surface.
[in] ViewportHeight
Height dimension of the clip volume, in pixels. Unless you are rendering only to a subset of the surface, this parameter should be set to the height dimension of the render-target surface.
[in] ViewportMinZ
Together with ViewportMaxZ, value describing the range of depth values into which a scene is to be rendered, the minimum and maximum values of the clip volume. Most applications set this value to 0.0f. Clipping is performed after applying the projection matrix.
[in] ViewportMaxZ
Together with MinZ, value describing the range of depth values into which a scene is to be rendered, the minimum and maximum values of the clip volume. Most applications set this value to 1.0f. Clipping is performed after applying the projection matrix.
[in] Projection
Projection matrix.
[in] View
View matrix.
[in] World
World matrix.
Return value
Returns a vector in screen space.
Remarks
The ViewportX, ViewportY, ViewportWidth, and ViewportHeight parameters describe the position and dimensions of the viewport on the render-target surface. Usually, applications render to the entire target surface; when rendering on a 640*480 surface, these parameters should be 0, 0, 640, and 480, respectively. The ViewportMinZ and ViewportMaxZ are typically set to 0.0f and 1.0f but can be set to other values to achieve specific effects.
Platform Requirements
Microsoft Visual Studio 2010 or Microsoft Visual Studio 2012 with the Windows SDK for Windows 8. Supported for Win32 desktop apps, Windows Store apps, and Windows Phone 8 apps.Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | directxmath.h (include DirectXMath.h) |