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Renderer (EX9)

Help DirectX9 Render Window
Author vvvv group

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about Renderer (EX9)

FAQ

The Renderer (EX9) has two "transform" inlets, "View Transform" "Projection Transform". What's the difference between them?

With the lately developed effects nodes you are now able to go very close to whats happening in your GPU. So it was necessary to give you an interface to the "View Matrix" and "Projection Matrix" accessible in your effect scripts. We decided to keep that interface in the renderer node because "View Matrix" and "Projection Matrix" are originally thought by DirectX as properties of the camera (Position, Orientation resp. Lens&Perspective Distortion)
In earlier versions we just had one pin for both and only set the "View Matrix" internally without using "Projection Matrix".
Now you have an interface for both to be able to run shaders which separate between camera orientation resp. camera lens.
The third important matrix is called world matrix and simply stores the orientation of the object in question in the virtual world. This matrix gets set with the Transform Pin of the render object.
Note that for most cases (if you don't use special shaders) it is not necessary to separate View and Projection Transformations. The fixed function pipeline (as well as many simple shaders) just use the product of
the View Matrix and the Projection Matrix to draw objects onto the screen. That's why old patches still work.

Just to make sure your patches will work also with complex shaders:

  • View Transformation is for positioning the camera and
  • Projection Transformation is for all lens distortion, aspect ratio and scale stuff

and everything will be fine

Can you please tell me what the last DXRender output pin "Backbuffer" is good for? Is it supposed to be used for a DXTexture node like the GDIRender output for GDITexture?

yes that's what we wanted to connote! :{

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