   D3D Texture Question
  Im lead to beleace there are two types of Vertices: Transformed and UntransformedIm also told Transformed Vertices ar what you make Heds Up Displays with, sofar ive boomed that.Question: whats the best way to make a HUD in DX9 with C++? and if its Transformed vertices, Is it possable to put a texture onto Transformed Vertices?if anyone can help i would be a very heppy monkey :P   
  It's your choice.Untrasformed will be processed by geometry pepeline with view,projection and world matrix. With trasformed (rhw=1) the verticies are specified in screen coordinate.For texturing you can choose a vertex format like xyz|rhwcolortexThen for texturing a quad (pushbutton for example) you can set:first verticies u=0 v=0second u=1 v=0third u=1 v=1forth u=0 v=1Then just set texture for you device and draw the 2 triangles textured :)   ;  I bet this is confusion in coordinate spaces.There are many coordinate spaces, and transformed and untransformed just refer to transformation from one to other. Given a vertex and meaning of the coordinates, for what I understand (some might call screen space differently):- object space is where origin is at near object center- world space is where objects are at correct distance from each other- view space is where camera is at origin- viewport space is where vertex xy coordinates are in screen resolution- screen space where vertex xy coordinates are in [0, 1] and [0, 1]- d3d clip space is [-1, 1] and  [1, -1], which the hardware eventually uses.And many more spaces.. You need from viewport to clip space transformation. Maybe use D3DXMatrixOrthoOffCenterLH.You want the vertices in coordinates of the screen resolution, and feed them directly to GPU.Also for future reference this is called Mapping screen space to clip space