I think I must be using the wrong wording for what I want, because I seached and just kept finding pixel shader questions. But this seems like something that anyone making a 2D game would want.
Basically I have my quad, my loaded texture in a ID3D11ShaderResourceView and I can draw it to the screen using coordinates of -1.0 to 1.0.
But what I want to accomplish is drawing based on pixels.
i.e.
I would want to draw a 20x20 pixel image to coordinates 100,100 on a 800x600 screen. But, I want to do this by manipulating the quad to the correct size and position to mimic this (which is, I assume, a common way to do 2D in DirectX11).
As I said, I am able to draw a texture to screen space at the moment but I am lost as to what calculations or methods would be required to convert this to pixel-based drawing.
Thank you :)