I have code that calculates a position like this in HLSL: output.ShadowPos = input.VertexPos; output.ShadowPos = mul(output.ShadowPos, gWorld); output.ShadowPos = mul(output.ShadowPos, ...
In one of NVIDIA's Vertex shaders (the metal one) I found the following code: // transform object normals, tangents, & binormals to world-space: float4x4 WorldITXf : WorldInverseTranspose < ...
So basically I wrote a shader a long time ago that uses all World and WVP matrices. Now I am working in an engine that will only give me access to ModelView, MVP, and model to world space matrices. ...
I've got an object in HLSL and I'm using hardware instancing to render multiple copies. But I've come a bit of a cropper when it comes to the vertex normals. Currently I am not using normal mapping ...
I want to calculate world coordinates from camera coordinates. However, I seem to have problems with my understandings of how matrices in HLSL work. From world to camera is clear: cameraPosition = ...