Re: How does directx work - World or View transforms and rotations
- From: legalize+jeeves@xxxxxxxxxxxxxxxxx (Richard [Microsoft Direct3D MVP])
- Date: Mon, 02 Apr 2007 09:47:33 -0700
[Please do not mail me a copy of your followup]
g18c@xxxxxxxxxxx spake the secret code
<1175515538.419166.291160@xxxxxxxxxxxxxxxxxxxxxxxxxxxx> thusly:
on the advice that view transforms are slower when set (as in the
MSDN) i set the view to identity matrix and have a camera matrix that
i combine with every world transform (if that makes sense), apparently
its more efficient to do it that way according to the SDK but you seem
to tell me different! The view matrix way makes more sense in my head,
but i know the other way works due to the wonder of matrices!
This is a premature optimization. Do what makes sense first and use
both matrices the normal way they are intended to be used. If you
later experience a performance problem you can profile it with PIX and
try alternatives.
"First get it right, then get it tight."
Remember that performance optimization is only something you do if
things are running *too* slowly. If you code the "obvious" thing
first and it runs with acceptable speed, then any time you would have
spend "optimizing" it would have been wasted as it was already fast
enough.
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://www.xmission.com/~legalize/book/download/index.html>
Legalize Adulthood! <http://blogs.xmission.com/legalize/>
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