If I'm calculating a "camera space" on the CPU, by multiplying the view with the projection matrix on the CPU , and afterwards multiplying the world to the result my vertices do not pass to the pixel shader (probably because they are thrown of the screen space).
On the other hand if I'm multiplying the world with the view and the result with the projection, all on the GPU the result is right.
What exactly happens on the GPU that doesn't happen when multiplying on the CPU?
