Quote:Original post by frenzypegQuote:Original post by ace_lovegrove
Well when you set the world matrix anything in the vertex buffer will be transformed, so 8 transformations.
ace
i don't understand... does this mean than Eg i have a super big static vertexbuffer that stores all the static meshes of the scene.
Then i wish to render only a particular mesh say "Mesh A" in the vertexbuffer, hence i call:
SetWorld() - Eg to rotate Mesh A by a matrix
DrawIndexedPrimitive() with the proper offset values to the correct vertex
Will SetWorld transform every single vertex in the vertexbuffer, including thoes meshes that i am not going to render?
No, it would only transform something that is used in a DrawPrim (or DrawIndexed...) call. Setting a transform is just a state change.