DXSDK Doc's Optimization Technique
From: M Owais Khan (mowaiskhan_80_at_yahoo.com)
Date: 06/29/04
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Date: 29 Jun 2004 00:47:44 -0700
Hi,
I've read the following snippet from DXSDK tutorial on "World
Transformation".I've implemented this technique using 2 D3DMATRIX16
variables for View Matrix.One is used to hold Identity Matrix values
and other holds current View Matrix which keeps changing as i move my
camera.Please,Review this technique.It seems to me no optimization at
all.Or i've headed in the wrong direction.
Thanks,
Owais.
>From DXSDK Docs.
Note Direct3D uses the world and view matrices that you set to
configure several internal data structures. Each time you set a new
world or view matrix, the system recalculates the associated internal
structures. Setting these matrices frequently—for example, thousands
of times per frame—is computationally time-consuming. You can minimize
the number of required calculations by concatenating your world and
view matrices into a world-view matrix that you set as the world
matrix, and then setting the view matrix to the identity. Keep cached
copies of individual world and view matrices so that you can modify,
concatenate,and reset the world matrix as needed. For clarity, in this
documentation Direct3D samples rarely employ this optimization.
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