I've been wondering if I had to post this in the graphics or math section, since it is closely related to DirectX. So If I chose wrong, please move this thread.
XMMATRIX matScale = XMMatrixScaling(10.0f,10.0f,1.0f);
XMMATRIX matTranslate = XMMatrixTranslation(10.0f,10.0f,0.0f);
XMMATRIX matWorld = XMMatrixMultiply(matScale,matTranslate);
XMMATRIX matProj = XMMatrixOrthographicOffCenterLH( 0.0f, 300.0f, 0.0f, 225.0f, 0.1f, 100.0f );
XMMATRIX matMvp = XMMatrixMultiply(matWorld, matProj);
matMvp = XMMatrixTranspose(matMvp);
With this code I've learned to change the offset and scale of the axis. This moves the origin to the bottom-left corner of my rendertarget. However, if I wanted the origin to be at the top-left corner of my rendertarget(and also inverse the Y coordinates), what would I have to do?