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I have a working graphics pipeline with perspective projection. i wanted to get the transformed vertices on the CPU, now the only way to achieve that was to multiply the vector with my transformation matrices using DirectX::XMVector4Transform. I expected the resulting vectors to be normalized between -1 to 1 while all the vertices are inside screen. But most of the vectors are more than 1 or less than -1. using the same transformation matrices i transform the verts in the gpu and it works perfectly. using the same matrices i expect the vectors to be between -1 and 1 as long as the veerts are being renderd in on the screen (i.e they between -1 to 1).

What I have tried:

i am skeptikal about XMVector4Transform() function

lang="c++">
projectedVectors[i].verts[j] = XMVector4Transform(XMVector4Transform(XMVector4Transform(v1, mWorld), *mView), *mProj);
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[no name] 1-Jul-19 7:01am    
I don't see a reason why XMVector4Transform should normalize the result. But anyway you can normalize the result of XMVector4Transform by XMVector4Normalize.
Member 14131869 1-Jul-19 12:11pm    
Actually i don't expect XMVector4Tranform to normalize the verts, but isn't the projection matrix supposed to?? i am generating the perspective projection matrix with the DX function. or am i not getting something here?

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