c# - Direct3D 11 WorldViewProjection Matrix Transformation Not Working -
i have simple square i'm drawing in 3d space using direct3d 11 , slimdx, following coordinates (i know renders) 0,0,0.5 0,0.5,0.5 0.5,0.5,0.5 0.5,0,0.5 i have camera class handles camera movement applying matrix transformations viewmatrix. e.g. camera.moveforward(float x) moves camera forward x. holds view , projection matrices. instantiate them using following code: matrix view = matrix.lookatlh( new vector3(0f, 0f, -5f), new vector3(0f, 0f, 0f), new vector3(0f, 1f, 0f)); matrix projection = matrix.perspectivefovlh( (float)math.pi/2, windowwidth/windowheight, 0.1f, 110f); the world matrix set identity matrix. in shader code transform coordinates using following code: ps_in vs(vs_in input) { ps_in output = (ps_in)0; output.pos = mul( input.pos, worldviewprojection ); output.col = float4(1,1,1,1); return output; } where worldviewprojection set in code using following: matrix worldview = matrix.multiply(world, camera.v...