17:06 q4a: adavy: I fixed mistake (vertex order) and now using D3DPT_TRIANGLESTRIP + add 2 shaders: vs_1_1 and ps_1_1:
17:06 q4a: https://github.com/q4a/sdl_triangle/blob/2196be8b0b94f80e7d4d417e0af58d80a95659d8/d3d9_square/src/d3d9_square.cpp#L174
17:08 q4a: What do you think should be changed / improved in this test?
19:17 adavy: for rhw, why not use 1/w ?
19:17 adavy: or call it rhw in the structure
19:18 adavy: I think you should try with z significantly smaller than w
19:18 adavy: for the xyz test
19:18 adavy: to do so, you could multiply the third column of the projection matrix by a constant < 1.
19:18 adavy: for example 0.2
19:19 adavy: this would show that w is used, not z
19:19 adavy: or vice versa
19:20 adavy: same for xyzrhw, you should differentiate the behaviour between z and w
19:22 q4a: Ok. Thanks for suggestions, I'll improve test.
20:20 q4a: adavy: done: https://github.com/q4a/sdl_triangle/commit/b7fe4f6fe4c41d5cc9f1f073a646e85fb667aa41
20:20 q4a: is it better now?)