Original Post
I am working on an instancing test and my objects were not showing up correctly. I looked at the d3d10 Instancing sample and noticed they prefix row_major for their instanced matrix:
row_major float4x4 mTransform : mTransform;
Adding this prefix fixed my code. How come this is necessary? I do not need this prefix for my global shader float4x4 variables. I do row-vector-matrix style ordered multiplication: mul(vector, matrix).
row_major float4x4 mTransform : mTransform;
Adding this prefix fixed my code. How come this is necessary? I do not need this prefix for my global shader float4x4 variables. I do row-vector-matrix style ordered multiplication: mul(vector, matrix).