   DX11 screen coordinates rendering of triangle
  Hi,I am trying to draw a triangle in screen space, DX11.I guess using POSITIONT is not going to help as we can give any name, but match with HLSL shader code.I am trying to draw a triangle, (0,0), (0, 100), (100,0) on a 512x512 RenderTarget.All I am seeing is a colored square in the first quadrant.When I run with PIX, I see viewport transform is messing this up. How do I disable viewport transform, or make it trivial so I get the intended triangle in screen coordinates.Any help / feedback is appreciated.Thanks,tvkc.   
  When you are in screenspace, the bounds are ALLWAYS -1..1. So, you can easily draw a fullscreen quad for example.Try this for your triangle:(0,0), (0, 1), (1,0)   ;  My suggestion would be to just use an orthographic projection sized to match your render target. Should make your shader code nice and simple.Otherwise you will need to scale and offset your positions in the vertex shader to refit them to the [-1, 1] range.   ;  @MJP: Orthogonal projection worked! That was cool. I was stuck at this for quite sometime.Thanks a bunch.   