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Transformed Vertex?

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Whats the basic difference between transformed and untransformed vertex? Ive just learn that directX supports Custom Vertex? whats the use of rhw when creating a transformed vertex? pls enlighten me thanks

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well you should read the dx9 sdk docs on world, view, projection transformation.
But basically a model is situated in model-space, so all its vertices are relative to its own origin and thus said to be untransformed. If you place it somewhere in the world you need to transform it by the world-matrix. XYZ vertices are said to be untransformed and unlit, meaning that they get put through the transform and lighting pipeline (move it into the world, shade it based on light distance etc.)
RHW are XYZ already transformed and lit. This would generally be used for static geometry or if you are performing TnL on the CPU (correct me if Im wrong, but RHW verts wont enter the fixed-function TnL pipeline but CAN be modified by the programmable pixel pipe if Effects are used?)

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