how do I have to perform the matrixtransformation to benefit from hardware t&l in future cards like geforce? does the class D3DXMatrixStack this job (e.g D3DMatrixStack::Rotate())? Has sb already tested this on a geforce?
Don't you just tell DirectX that you want a T&L HAL, not just HAL device when you enumerate them? I think you can specify this in D3DXCreateContext() in the deviceIndex member with enum value D3DX_HWLEVEL_TL. Just a thought.
You set the TransformStates(World,View,Matrix) by using the IDirect3DDevice::SetTransform()-function. When you set these states DirectX performs the transformation for you. You just have to change the matrices and not all vertices.