Hi,
In one DirectX example, I found it transpose the world transform with type XMMATRIX and then save it to XMFLOAT4x4, then send it to GPU using
context->UpdateSubresource. On GPU side, the vertex position is transformed to world space by mul(vector, matrix), in which the vector is the vertex position and the matrix is the world transform matrix.
I think we have another way to do it. We do not conduct transpose on CPU side, and use mul (matrix, vector) in HLSL.
It looks this one should be more efficient because we do not need transpose on CPU side.
Am I right?
Thanks.
YL