   Reciprocal of Homogenous W
  Hi All,Can some kind soul explain to me in 'Plain English' what 'Reciprocal of Homogenous W' actually means. As you can figure out from my question, I am trying to learn 3D game programming using DirectX set of APIs and encountered the term while playing with vertex buffers.Thx in advance   
  1/W   ;  Yes, we could figure all that out from your question.  *stares at you*1/W   ;  Actually i don't know what Homogenous W is in the first place. Please also enlighten me on the use of it and its reciprocal.   ;  When using perspective, the projection matrix transforms a frustum into a cube. All the points in frustum are transformed accordingly. One of the affects of this transformation is that the value of the W component is no longer always 1.The purpose of the XYZRHW format is to allow you to submit vertexes that have already been projected.   