Re: Light positions: view space?
From: Hanna-Barbera (hb_at_nulllink.com)
Date: 11/18/04
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Date: Wed, 17 Nov 2004 19:03:16 -0800
> fixed function _and_ vertex shaders? I presume you mean that some geometry
> uses FF and others use VS's? Maybe you will get some advantage by mixing
the
> two together then as you can then share a common "matWorldView" matrix
> between both the D3D-FF and the VS transforms.
Yes, sometimes FF for the vertex pipe, sometimes VS.
I think I'll leave it as is.
> Although, dont quote me on this, but eliminating a matrix multiplication
> reduces the complexity by around 16 multiplications/additions, which will
be
> faster with regards to my benchmark idea - but may not make much
difference
> in a "normal" gaming environment.
Yeah, you are probably right. The engine won't be doing massive matrix
manipulation anyway.
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