Original Post
Hi guys, After reading lots of posts here I came up with this: // create my box (width=1,height=1,depth=1) centered at camera (origin for now) CreateBox(); // render D3DXMatrixOrthoLH(&projectionMatrix,0.75f,0.75f,-1.0f,1.0f); g_d3d_device->SetTransform(D3DTS_PROJECTION,&projectionMatrix); D3DXMatrixIdentity(&viewMatrix); g_d3d_device->SetTransform(D3DTS_VIEW,&viewMatrix); D3DXMatrixRotationYawPitchRoll(&worldMatrix,camera_yaw,camera_pitch,0.0f); g_d3d_device->SetTransform(D3DTS_WORLD,&worldMatrix); g_d3d_device->SetRenderState(D3DRS_ZENABLE,D3DZB_FALSE); g_d3d_device->DrawPrimitive(D3DPT_TRIANGLELIST,0,36); // then change transformations to draw my objects on top Is that a proper way of doing it ? Am I correct is thinking that the width and height of D3DXMatrixOrthoLH() has to be a minimum of (0.71,0.71) ? Should I use D3DXMatrixOrthoLH() at all ? Also, should my texture be square or have a 4:3 ratio ? I know I'll have to "perspective correct" my textures but I don't want to get to that until I know for sure my render code is right. Thank you.