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How much of my math classes should I inline?

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When I wrote my math library, I inlined every function except complex ones. By 'complex ones', I mean functions such as a matrix inverse function, or a function to build a view or projection matrix (because they're called very infrequently).

However, if this is for a Direct3D project, and you're not doing this just for the fun of it, I'd recommend using the D3DX library, since it's highly optimized.

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Yes i agree, use D3DX, its written for you :)

I would also like to add that the inline keyword is only suggestive. The compiler will choose how to implement ur code, but inlining it will tell the compiler how u would like it.

ace

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