private static void TransformAndTranslateVertex(ref Vertex vertex, Viewport viewport, Matrix view, Matrix projection) { vertex.Transform(view); vertex.Translate(projection, viewport.Width, viewport.Height); vertex.MakeScreenCoordinates(); vertex.TransformedVectorNormalized = vertex.TransformedNormal; vertex.TransformedVectorNormalized.Normalize(); var z = ((vertex.TransformedVector.Z / viewport.View.DepthDivisor) + viewport.View.DepthZero); vertex.DepthBufferAdjustedZ = z; }
private void TransformAndTranslateVertex(ref Vertex vertex, Viewport viewport, Matrix view, Matrix projection, Matrix world) { var matrix = (world*view)*projection; vertex.Transform(world, matrix); vertex.Translate(projection, viewport.Width, viewport.Height); vertex.MakeScreenCoordinates(); vertex.TransformedVectorNormalized = vertex.TransformedNormal; vertex.TransformedVectorNormalized.Normalize(); var z = ((vertex.TransformedVector.Z/viewport.Camera.DepthDivisor) + viewport.Camera.DepthZero); vertex.DepthBufferAdjustedZ = z; }