I am experimenting with different matrices, studying their effect on a textured quad. So far I have implemented Scaling, Rotation, and Translation matrices fairly easily - by using the following method against my position vectors:
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for(int a=0;a<noOfVertices;a++)
{
myVectorPositions[a] = SlimDX.Vector3.TransformCoordinate(myVectorPositions[a],myPerspectiveMatrix);
}
However, I what I want to do is be able to position my vectors using world-space coordinates, not object-space.
At the moment my position vectors are declared thusly:
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myVectorPositions[0] = new Vector3(-0.1f, 0.1f, 0.5f);
myVectorPositions[1] = new Vector3(0.1f, 0.1f, 0.5f);
myVectorPositions[2] = new Vector3(-0.1f, -0.1f, 0.5f);
myVectorPositions[3] = new Vector3(0.1f, -0.1f, 0.5f);
On the other hand (and as part of learning about matrices) I have read that I need to apply a matrix to get to screen coordinates. I've been looking through the SlimDX API docs and can't seem to pin down the one I should be using.
In any case, hopefully the above makes sense and what I am trying to achieve is clear. I'm aiming for a simple 1024 x 768 window as my application area, and want to position a my textured quad at 10,10. How do I go about this? Most confused right now.