Bad Alternative for WorldToScreen

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Bad Alternative for WorldToScreen
I bet 99% of the people here in this section doesnt know what this shit does but i dont care ...

Code:
x' = x/z and y' = y/z
everybody that really learned d3d should know what it does ..
anyways you should also know that is not really a good alternative to worldtoscreen because .. ehh .. figure it out yourself :P
and yes - its simple d3d programming :P
Quote Originally Posted by ARGB View Post
I bet 99% of the people here in this section doesnt know what this shit does but i dont care ...

Code:
x' = x/z and y' = y/z
everybody that really learned d3d should know what it does ..
anyways you should also know that is not really a good alternative to worldtoscreen because .. ehh .. figure it out yourself :P
and yes - its simple d3d programming :P

i know that
i'll explain here :



this name 3D Function Grapher or Boolean algebra laws




input :
Code:
(x+y)z-(xz-yz)
Notation

The following notation is used for Boolean algebra on this page, which is the electrical engineering notation:

Code:
    False: 0
    True: 1
    NOT x: x
    x AND y: x · y
    x OR y: x + y
    x XOR y: x ⊕ y
The precedence from high to low is AND, XOR, OR. Examples:

Code:
    x + y · z means x + (y · z)
    x ⊕ y · z means x ⊕ (y · z)
    x + y ⊕ z means x + (y ⊕ z)
Basic laws
Constants

Code:
    NOT:
        0 = 1
        1 = 0
    AND:
        0 · 0 = 0
        0 · 1 = 0
        1 · 0 = 0
        1 · 1 = 1
    OR:
        0 + 0 = 0
        0 + 1 = 1
        1 + 0 = 1
        1 + 1 = 1
    XOR:
        0 ⊕ 0 = 0
        0 ⊕ 1 = 1
        1 ⊕ 0 = 1
        1 ⊕ 1 = 0
Constant and variable

Code:
    AND:
        0 · x = 0
        1 · x = x
    OR:
        0 + x = x
        1 + x = 1
    XOR:
        0 ⊕ x = x
        1 ⊕ x = x
One variable

Code:
   NOT:
        NOT x = x
    AND:
        x · x = x
        x · x = 0
    OR:
        x + x = x
        x + x = 1
    XOR:
        x ⊕ x = 0
        x ⊕ x = 1

XOR


XOR can be defined in terms of AND, OR, NOT:

Code:
    x ⊕ y = (x · y) + (x · y)
    x ⊕ y = (x + y) · (x + y)
    x ⊕ y = (x + y) · (x · y)
Commutativity

Code:
    AND: x · y = y · x
    OR: x + y = y + x
    XOR: x ⊕ y = y ⊕ x
Associativity

Code:
    AND: (x · y) · z = x · (y · z)
    OR: (x + y) + z = x + (y + z)
    XOR: (x ⊕ y) ⊕ z = x ⊕ (y ⊕ z)
Distributivity

Code:
    x · (y + z) = (x · y) + (x · z)
    x + (y · z) = (x + y) · (x + z)
    x · (y ⊕ z) = (x · y) ⊕ (x · z)
De Morgan’s laws

Code:
    NAND: x · y = x + y
    NOR: x + y = x · y
Redundancy laws

The following laws will be proved with the basic laws. Counter-intuitively, it is sometimes necessary to complicate the formula before simplifying it.
Absorption

Code:
x + x · y = x
    Proof:
    x + x · y
    = x · 1 + x · y
    = x · (1 + y)
    = x · 1
    = x 
x · (x + y) = x
    Proof:
    x · (x + y)
    = (x + 0) · (x + y)
    = x + (0 · y)
    = x + 0
    = x
No name

Code:
x + x · y = x + y
    Proof:
    x + x · y
    = (x + x) · (x + y)
    = 1 · (x + y)
    = x + y 
x · (x + y) = x · y
    Proof:
    x · (x + y)
    = x · x + x · y
    = 0 + x · y
    = x · y 
x · y + x · y = x
    Proof:
    x · y + x · y
    = x · (y + y)
    = x · 1
    = x 
(x + y) · (x + y) = x
    Proof:
    (x + y) · (x + y)
    = x + (y · y)
    = x + 0
    = x
Consensus

Code:
x · y + x · z + y · z = x · y + x · z
    Proof:
    x · y + x · z + y · z
    = x · y + x · z + 1 · y · z
    = x · y + x · z + (x + x) · y · z
    = x · y + x · z + x · y · z + x · y · z
    = x · y + x · y · z + x · z + x · y · z
    = x · y · 1 + x · y · z + x · 1 · z + x · y · z
    = x · y · (1 + z) + x · z · (1 + y)
    = x · y · 1 + x · z · 1
    = x · y + x · z 
(x + y) · (x + z) · (y + z) = (x + y) · (x + z)
    Proof:
    (x + y) · (x + z) · (y + z)
    = (x + y) · (x + z) · (0 + y + z)
    = (x + y) · (x + z) · (x · x + y + z)
    = (x + y) · (x + z) · (x + y + z) · (x + y + z)
    = (x + y) · (x + y + z) · (x + z) · (x + y + z)
    = (x + y + 0) · (x + y + z) · (x + 0 + z) · (x + y + z)
    = (x + y + 0 · z) · (x + z + 0 · y)
    = (x + y + 0) · (x + z + 0)
    = (x + y) · (x + z)
Quote Originally Posted by Qmo View Post



i know that
i'll explain here :


this name 3D Function Grapher or Boolean algebra laws




input :
Code:
(x+y)z-(xz-yz)
Notation

The following notation is used for Boolean algebra on this page, which is the electrical engineering notation:

Code:
    False: 0
    True: 1
    NOT x: x
    x AND y: x · y
    x OR y: x + y
    x XOR y: x ⊕ y
The precedence from high to low is AND, XOR, OR. Examples:

Code:
    x + y · z means x + (y · z)
    x ⊕ y · z means x ⊕ (y · z)
    x + y ⊕ z means x + (y ⊕ z)
Basic laws
Constants

Code:
    NOT:
        0 = 1
        1 = 0
    AND:
        0 · 0 = 0
        0 · 1 = 0
        1 · 0 = 0
        1 · 1 = 1
    OR:
        0 + 0 = 0
        0 + 1 = 1
        1 + 0 = 1
        1 + 1 = 1
    XOR:
        0 ⊕ 0 = 0
        0 ⊕ 1 = 1
        1 ⊕ 0 = 1
        1 ⊕ 1 = 0
Constant and variable

Code:
    AND:
        0 · x = 0
        1 · x = x
    OR:
        0 + x = x
        1 + x = 1
    XOR:
        0 ⊕ x = x
        1 ⊕ x = x
One variable

Code:
   NOT:
        NOT x = x
    AND:
        x · x = x
        x · x = 0
    OR:
        x + x = x
        x + x = 1
    XOR:
        x ⊕ x = 0
        x ⊕ x = 1

XOR


XOR can be defined in terms of AND, OR, NOT:

Code:
    x ⊕ y = (x · y) + (x · y)
    x ⊕ y = (x + y) · (x + y)
    x ⊕ y = (x + y) · (x · y)
Commutativity

Code:
    AND: x · y = y · x
    OR: x + y = y + x
    XOR: x ⊕ y = y ⊕ x
Associativity

Code:
    AND: (x · y) · z = x · (y · z)
    OR: (x + y) + z = x + (y + z)
    XOR: (x ⊕ y) ⊕ z = x ⊕ (y ⊕ z)
Distributivity

Code:
    x · (y + z) = (x · y) + (x · z)
    x + (y · z) = (x + y) · (x + z)
    x · (y ⊕ z) = (x · y) ⊕ (x · z)
De Morgan’s laws

Code:
    NAND: x · y = x + y
    NOR: x + y = x · y
Redundancy laws

The following laws will be proved with the basic laws. Counter-intuitively, it is sometimes necessary to complicate the formula before simplifying it.
Absorption

Code:
x + x · y = x
    Proof:
    x + x · y
    = x · 1 + x · y
    = x · (1 + y)
    = x · 1
    = x 
x · (x + y) = x
    Proof:
    x · (x + y)
    = (x + 0) · (x + y)
    = x + (0 · y)
    = x + 0
    = x
No name

Code:
x + x · y = x + y
    Proof:
    x + x · y
    = (x + x) · (x + y)
    = 1 · (x + y)
    = x + y 
x · (x + y) = x · y
    Proof:
    x · (x + y)
    = x · x + x · y
    = 0 + x · y
    = x · y 
x · y + x · y = x
    Proof:
    x · y + x · y
    = x · (y + y)
    = x · 1
    = x 
(x + y) · (x + y) = x
    Proof:
    (x + y) · (x + y)
    = x + (y · y)
    = x + 0
    = x
Consensus

Code:
x · y + x · z + y · z = x · y + x · z
    Proof:
    x · y + x · z + y · z
    = x · y + x · z + 1 · y · z
    = x · y + x · z + (x + x) · y · z
    = x · y + x · z + x · y · z + x · y · z
    = x · y + x · y · z + x · z + x · y · z
    = x · y · 1 + x · y · z + x · 1 · z + x · y · z
    = x · y · (1 + z) + x · z · (1 + y)
    = x · y · 1 + x · z · 1
    = x · y + x · z 
(x + y) · (x + z) · (y + z) = (x + y) · (x + z)
    Proof:
    (x + y) · (x + z) · (y + z)
    = (x + y) · (x + z) · (0 + y + z)
    = (x + y) · (x + z) · (x · x + y + z)
    = (x + y) · (x + z) · (x + y + z) · (x + y + z)
    = (x + y) · (x + y + z) · (x + z) · (x + y + z)
    = (x + y + 0) · (x + y + z) · (x + 0 + z) · (x + y + z)
    = (x + y + 0 · z) · (x + z + 0 · y)
    = (x + y + 0) · (x + z + 0)
    = (x + y) · (x + z)
@Qmo
You made a mistake at copying, sry
"The following notation is used for Boolean algebra on this page, which is the electrical engineering notation"
I also googled that and found a site ..
OR you can just use GetTransform, or dissect shaders and use GetVertexShaderF, OR you can just read the values from the game, OR you can use the fov, world matrix, and viewproj matrix and do that, too. There's plenty of ways to do "world to screen" aka world space to screen space conversion
thank you man and thanks for @Qmo
Quote Originally Posted by Xkickme View Post
thank you man and thanks for @Qmo
hahaha Thanks For what bro ?
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