   Can I change the camera pos for TL Vertex !
  Hion my platform game (exacly like MARIO) ,, if mario goes out side the small border :screen : 0,0,600,800small border : 200,200,400,600then the camera fallows Mariowill who can i change the camera position with TLVertexbecouse the other solution is to move all object along Mario but with opposite direction , the bad thing about this is killing the FPS witch i don't want to ?!Is DirectX8.1 Support this ?![edited by - Yazeed on February 11, 2004 11:44:36 AM]
  If you''re using TLVertices, they are in screen space so there is no camera.  The only thing you can do here is to move everything.  Though honestly for a Mario-style game you should be able to do that without it killing your FPS.You may want to read up on Orthogonal Projections.  It will give you a 2D-like environment while still having more flexibility.   Stay Casual,KenDrunken Hyena;  Hiheh , my poor FPS if Mario jumps then the whole world jumps too ? such a strong manas you said :i am not satisfied with TL i will make my own T such a way i can define object.z = camera.z - 1 for all objects ,, i will work very deep on this until it works ...regards ;  The world doesn''t need to move. All you need to do is set up your vertices for non-TL and a camera (view matrix).Once you got the matrices set up you can go for scrolling.Use an ortho matrix for projection, an simple lookat matrix for view (the camera) and you can use your world matrix for scrolling/moving.Now when your playfield moves all you need to do is update either your view matrix or world matrix (a simple multiplication with a d3dxtranslation matrix ought to be sufficient). ;  why ?!! i changed my sprites to LVertex (XYZ or diffuse or texture)and applied ortho projection :D3DXMatrixOrthoLH MatProjO, 800, 600, 0, 1D3DDevice.SetTransform D3DTS_PROJECTION, MatProjO   and the result : nothing appears on the screen !!BTW : i didn't change the coordsi dont want to use TLV anymore (not after nowing ortho) so how can i use it  [edited by - Yazeed on February 12, 2004 5:41:23 PM];  That's the "little" setup problem i always stumble upon too. Make sure the object is in front of the camera, the z-planes aren't too close to clip the object.For testing purposes, make the camera rotateable with the mouse, turn off culling and try to find your object(s). You'll see rather fast if it happens to be behind the camera (happens all the time to me).Try those:   D3DXMATRIX matView,   matProj,   matWorld;    D3DXMatrixIdentity( &matWorld );  D3DXMatrixLookAtLH( &matView,   &D3DXVECTOR3( m_dwRenderWidth * 0.5f, m_dwRenderHeight * 0.5f, -20.0f ),  &D3DXVECTOR3( m_dwRenderWidth * 0.5f, m_dwRenderHeight * 0.5f, 0.0f ),  &D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );  D3DXMatrixOrthoLH( &matProj, (float)m_dwRenderWidth, -(float)m_dwRenderHeight, 0.0f, 100.0f );  SetTransform( D3DTS_WORLD, &matWorld );  SetTransform( D3DTS_VIEW,  &matView );  SetTransform( D3DTS_PROJECTION, &matProj );width m_dwRenderWidth being 800 and m_dwRenderHeight being 600 in your case. Maybe you need to reverse the height in the ortho matrix.   [edited by - Endurion on February 13, 2004 5:10:07 AM];  Hiyou are right  , its shifted or centered at some wrong position .. i tested scrolling and work 100% so i will use the other ortho function i thing it is orthooffcenter or some thing like that to define the correct centerso THANKS Endurion & DrunkenHyena  [edited by - Yazeed on February 13, 2004 12:23:49 PM]