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OpenGL Heirarchical Modeling in DirectX

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Hello folks, I am learning DirectX now, after spending a few months with OpenGL about a year ago. One of the features that I saw very often in OpenGL was the push/popMatrix command when rendering complex models that had seperate, but related, groups of vertices. It worked like this: you'd start with the transformations that you wanted to apply to the entire model, then you'd push the stack. Now, deaing with a specific portion of the model you would enact any transformations you wanted SPECIFICALLY for that portion, in addition to the overall-model transformation. You could continue pushing to get down to finer levels of detail. When you were down as far as you wanted to go for detail, you would pop the stack and any future actions would be unaffected by the transformation from the previous push. It was a great way to model ( at least I thought it was ), but I haven't seen anything like it in DirectX. Are there any particular reasons it isn't used? Is there just a different way of achieving the same results? ( without just multiplying the worldview transformation by the inverse of the "pushed-transformation", or god forbid, reconstructing the transformation bottom-up again ) Is there a stigma against using a matrix stack, is it slow? I'd greatly appreciate any insight. Thanks much, Mike

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