title: How to position a textured quad in screen coordinates?
body: <p>I am experimenting with different matrices, studying their effect on a textured quad. So far I have implemented Scaling, Rotation, and Translation matrices fairly easily - by using the following method against my position vectors:</p>
  
  <pre><code>enter code here
          for(int a=0;a&lt;noOfVertices;a++)
          {
              myVectorPositions[a] = SlimDX.Vector3.TransformCoordinate(myVectorPositions[a],myPerspectiveMatrix);
          }
  </code></pre>
  
  <p>However, I what I want to do is be able to position my vectors using world-space coordinates, not object-space.</p>
  
  <p>At the moment my position vectors are declared thusly:</p>
  
  <pre><code>enter code here
          myVectorPositions[0] = new Vector3(-0.1f, 0.1f, 0.5f);
          myVectorPositions[1] = new Vector3(0.1f, 0.1f, 0.5f);
          myVectorPositions[2] = new Vector3(-0.1f, -0.1f, 0.5f);
          myVectorPositions[3] = new Vector3(0.1f, -0.1f, 0.5f);
  </code></pre>
  
  <p>On the other hand (and as part of learning about matrices) I have read that I need to apply a matrix to get to screen coordinates. I've been looking through the SlimDX API docs and can't seem to pin down the one I should be using.</p>
  
  <p>In any case, hopefully the above makes sense and what I am trying to achieve is clear. I'm aiming for a simple 1024 x 768 window as my application area, and want to position a my textured quad at 10,10. How do I go about this? Most confused right now.</p>