Original Post
What would be a standard projection transform matrix for 2D? Right now I am using the DirectX D3DXMatrixOrthoLH and the results are... not favorable. I am trying to convert my code from D3DXSPRITE to shader code. The code looks fine when run with the Sprite, but with the new code it seems to be offset and flipped. At first I thought it was a 0.5 offset, but when I manually tried to fix it, that isn't right. What would be the best view/proj matrix configuration to use?