   Projective Texturing
  I'm trying to use orthographic projective texturing to map a texture to a section of my terrain. The section consists of a grid of 21x21 quads that span a region of 100x100 logical units centered at the origin. I finished writing up the framework using C# (SlimDX) and HLSL, but my "projected" image is stretched along the z-axis. I provided relevant sections of my code below for review, please let me know what I'm missing.// -- I set the width and height to size of my region -- //m_ProjMatrix = Matrix.OrthoLH(100, 100, 0.1f, 100);// -- Rotate camera to point at the origin in the -y direction (world down) --//var m_ViewMatrix = Matrix.RotationYawPitchRoll(0, (float)Math.PI / 2, 0) * Matrix.Translation(0, -40, 0);// -- I then send the ViewProj (m_ViewMatrix * m_ProjMatrix) Matrix to my vertex Shader as mProjector using a constant buffer -- //PS_INPUT VS(VS_INPUT_TYPE1 inData){PS_INPUT results = (PS_INPUT)0;results.vPos=mul(float4(inData.vPos,1),mWorldViewProj);results.vProject = mul(float4(inData.vPos,1),mProjector);return results;}SamplerState SamplerLinear{    Filter = MIN_MAG_MIP_LINEAR;    AddressU = Clamp;    AddressV = Clamp;};float4 PS(PS_INPUT inData) : SV_Target{   float2 vProjTex;  vProjTex.x = inData.vProject.x/(inData.vProject.w/2) + 0.5f;vProjTex.y = 0.5f - inData.vProject.y/(inData.vProject.w/2);return g_ColorMap0.Sample( SamplerLinear, vProjTex);}thanks!   