Hi
Im working on my effect class. When i make a shader in Rendermonkey e.g. this code from my skybox
Out.Pos = mul(matWorld, float4(Input.Pos.xyz + view_position.xyz, 1));
where the matWorld is the WorldViewProjection matrix. this positions the skybox around the camera. okay. but when i exprot the effect, I have to swap over the code so that its:
Out.Pos = mul(float4(Input.Pos.xyz + view_position.xyz, 1)matWorld);
The way i bind the matricies in my effect class is as follows
matrix = worldMatrix;
D3DXMatrixMultiply(matrix,matrix,viewMatrix);
D3DXMatrixMultiply(matrix,matrix,projectionMatrix);
pEffect->SetMatrix(currentSemantic->name,matrix);
alright it works fine as long as i swap over the order of the world matrix in the shader before using it, but this means that i have to do that every time i export an effect. Does anyone know the reason why this would be the case?
thanks