@11110 wrote:
This worked in DirectX & OpenGL platform. But it repeat the same calculate every vertex, which is not efficient.
//Shader
float4x4 matWVP = mul(World, mul(View, Proj));
o.position = mul(i.position, matWVP);But when i precalculate on CPU and pass into GPU, the rendering become weird.
_effect.Parameters[WVP].SetValue(world*view*projection);
shadercode//Shader
o.position = mul(i.position, WVP);
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