Hi, I have the following transform:
const static sf::Transform worldToScreen(sqrt(3) / sqrt(6), 0, -sqrt(3) / sqrt(6), 1 / sqrt(6), 2 / sqrt(6), 1 / sqrt(6), 0, 0, 1);
I see that the transform method of sf::Transform will always return a sf::Vector2f and take a sf::Vector2f as a parameter. Any way to make it return a sf::Vector3f and passing the parameter as a sf::Vector3f?
What I'd like to do is simply convert isometric world coordinates to screen coordinates by using this equation: [x',y',z']'=[T][x,y,z]' where x',y',z' are the screen coordinates (z' is ignored), T is the transformation matrix shown above and x,y,z are the world coordinates to convert.
Is this the correct way to use sf::Transforms?