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OpenGL OpenGL type matrix manipulation in Direct3D8...

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In Direct3D8 (or whatever they`re calling it now) is it possible (as it is in OpenGL using glLoadMatrix*(...)) to maintain your own matices for objects in the Rendering Tree and simply load this matrix as the current transformation when needed? Would this be less efficient than using the proprietry Direct3D matrix objects? It seems to me that in order to contruct an engine capable of hardware accelerated rendering via multiple API`s (OpenGL/DirectX) it would not be possible to use the API specific objects in DirectX? Regards, Ozz.

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