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bobthebobert

"Caching" Images/Mesh's?

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Common sense says to me that to figure out all of the matrix calculation to rotate a Mesh, it takes alot of CPU time. Is there any way to perhaps "Cache" the Mesh? As in, rotate the Mesh/Image .01, save what it looks like to an array, and later instead of doing "D3DXRotation" instead just have an array of rotated images?

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Guest Anonymous Poster
Each vertex in the mesh has to be multiplied by a 4x4 matrix in the GPU anyway in order to transform it into screen space. This means that rotating it every frame doesn't incur any extra penalty.

Once you have calculated the rotation you need, there is no further related CPU time incurred.

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