今天,做了个实验得知,在顶点结构体中没有RHW时,Direct3D将执行视、投影、世界等变换以及进行光线计算,之后你才能在窗口中得到你所绘制的物体。当顶点结构体中有RHW时,就像上面那段英文所述,告知Direct3D使用的顶点已经在屏幕坐标系中了,不再执行视图、投影、世界等变换和光线计算,因为D3DFVF_XYZRHW标志告诉它顶点已经经过了这些处理,并直接将顶点进行光栅操作,任何用SetTransform进行的转换都对其无效。不过这时的原点就在客户区的左上角了,其中x向右为正,y向下为正,而z的意义已经变为z-buffer的象素深度。
值得注意的是,D3DFVF_XYZRHW和D3DFVF_XYZ、D3DFVF_NORMAL不能共存,因为后两个标志与前一个矛盾。在使用这种顶点时,系统需要顶点的位置已经经过变换了,也就是说x、y必须在屏幕坐标系中,z必须是z-buffer中的象素深度,取值范围:0.0-1.0,离观察者最近的地方为0.0,观察范围内最远可见的地方为1.0。(不过我测试的时候似乎z值不起作用。)
If you use D3DFVF_XYZ, then your vertex format needs to have 3 floats in it, for x, y and z. Those are used to define a vertex position in 3D space.If you use D3DFVF_XYZRHW, then your vertex format needs to have 4 floats in it, for x, y, z and rhw. X and Y are used to define a vertex position in 2D space, Z is ignored (I think, it may be used for fog and such, but I don't recall just now - I always set it to 0.0f), and rhw is the Reciprocal of Homogenous W - which is basically 1 / the depth of the vertex.
Usually, you use D3DFVF_XYZRHW for doing 2D, and D3DFVF_XYZ any other time. However, a lot of people just use D3DFVF_XYZ, and use an orthoganal projection matrix to make it seem 2D.
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[1] RHW表示投影空间中顶点所在的齐次点(x,y,z,w)(homogeneous point)的w坐标的倒数(reciprocal)。