Home / Forums / WorldToScreen Implementation in Pure C++ without Graphics API Dependencies (Part 2)

UnreliableCode Community

Developer Research, Reverse Engineering & Coding Community

Source

WorldToScreen Implementation in Pure C++ without Graphics API Dependencies (Part 2)

PacketSniffer
Network Protocols & Sockets
MEMBER
Rep: 195
Join Date: Sep 2024
Posts: 22
Thanks: 49
2y ago · Mar 25, 2024 2:22 PM
#1
A standalone, header-only WorldToScreen math function using a flat float[16] matrix array.
PacketSniffer | Network Protocols & Winsock SPI
The following users thanked PacketSniffer for this post:
GhostHunter_x
Unity & Phasmo Modder
VIP
Rep: 275
Join Date: Apr 2023
Posts: 17
Thanks: 71
2y ago · Mar 25, 2024 7:36 PM
#2
Computes clipW, checks near plane, computes clipX/clipY, performs perspective divide, and scales to screen resolution.
GhostHunter_x · Phasmophobia & Unity Reverser
GhostAI, Sanity, EMF & Evidence inspection
IL2Cpp_Wizard
IL2Cpp & Metadata Engineer
VIP
Rep: 360
Join Date: Feb 2023
Posts: 21
Thanks: 92
2y ago · Mar 26, 2024 12:36 AM
#3
Zero external dependencies makes it easily portable across DirectX 11, DirectX 12, OpenGL, and Vulkan projects.
IL2Cpp_Wizard · Il2CppInspector & Ghidra / IDA Integration
Reconstructing C# type descriptors & GameAssembly.dll offsets