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D3DVIEWPORT8

This structure defines the window dimensions of a render target surface onto which a 3-D volume projects.

typedef struct _D3DVIEWPORT8 {
  DWORD X;
  DWORD Y;
  DWORD Width;
  DWORD Height;
  float MinZ;
  float MaxZ;
} D3DVIEWPORT8;

Members

  • X and Y
    Pixel coordinates of the upper-left corner of the viewport on the render target surface. Unless you want to render to a subset of the surface, these members can be set to 0.
  • Width and Height
    Dimensions of the viewport on the render target surface, in pixels. Unless you are rendering only to a subset of the surface, these members should be set to the dimensions of the render target surface.
  • MinZ and MaxZ
    Values describing the range of depth values into which a scene is to be rendered, the minimum and maximum values of the clip volume. Most applications set these values to 0.0 and 1.0, respectively. Clipping is performed after applying the projection matrix.

Remarks

The X, Y, Width, and Height members describe the position and dimensions of the viewport on the render target surface. Usually, applications render to the entire target surface; when rendering on a 640×480 surface, these members should be 0, 0, 640, and 480, respectively. The MinZ and MaxZ are typically set to 0.0 and 1.0 but can be set to other values to achieve specific effects. For example, you might set them both to 0.0 to force the system to render objects to the foreground of a scene, or both to 1.0 to force the objects into the background.

When the viewport parameters for a device change (due to a call to the IDirect3DDevice8::SetViewport method), the driver builds a new transformation matrix.

Requirements

OS Versions: Windows CE .NET 4.0 and later.
Header: D3d8types.h.

See Also

IDirect3DDevice8::GetViewport | IDirect3DDevice8::SetViewport | Direct3D Structures

 Last updated on Thursday, April 08, 2004

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