//just for example:
struct InstanceStruct
{
XMFLOAT3 position;
XMFLOAT3 rotation;
XMFLOAT3 scale;
}
which would equivalent 3 float3's in the shader;
yet others just pass a ready matrix:
struct InstanceStruct
{
XMFLOAT4X4 transform;
};
for just 1 float4x4
I was wondering - what's the point of the second method?Isn't it better to calculate all the simple things on the GPU insteac of making a matrix on the CPU for each instance?Or have I misunderstood something?