   Getting started with D3D10, vertices question
  My understanding was that a vertex shader is meant to output vertices in screen cordinates. Ie such that (0,0,0) is the top left and (bufferWidth,bufferHeight,0) is the bottom right. So how does this result in a triangle in the centre of the screen???//vertices    SimpleVertex vertices[] =    {   D3DXVECTOR3( 0.0f, 0.5f, 0.5f ),   D3DXVECTOR3( 0.5f, -0.5f, 0.5f ),   D3DXVECTOR3( -0.5f, -0.5f, 0.5f ),    };//vertex shaderfloat4 VS( float4 Pos : POSITION ) : SV_POSITION{    return Pos;}To that end, what do I need to do to make it work the same as the following transforms with the fixed function pipeline under D3D9? (size is the size of the client area of the window, which is the same as the size of the backbuffer).This makes the z axis be ignored and (0,0) top left and (size.w,size.h) bottom right.D3DXMATRIXA16 mat;//viewD3DXMatrixIdentity(&mat);device->SetTransform(D3DTS_VIEW, &mat);//projectionD3DXMatrixOrthoOffCenterLH(&mat,0,(float)(size.w),(float)(size.h), 0,0, 1);device->SetTransform(D3DTS_PROJECTION, &mat);