title: How to normalize model size in DirectX?
body: <p>I've created a simple "engine" in DirectX which can load and render models from .obj files. It works ok, for the objects I've created, e.g. a simple cube with coordinates within -1.0 to 1.0 range. However loading a model which uses different units and has coordinates within -2k to 2k range results in a huge something which doesn't even entirely fit in the depth buffer, so I see like one huge leg or a similar effect.</p>
  
  <p>I remember reading somewhere about it, but as I went through a lot of DX stuff recently I can't remember where or what it was. So my question is, assuming I want to be able to load different models, which use different units, what is the best way to ensure they all have a similar size and fit nicely on the screen?</p>
  
  <p>I could try to convert the values upon loading the object, but maybe there is some more DirectX way which uses transformation matrices or shaders?</p>