which transformation should come last in the world calculation to properly transform the mesh in the scene?

You want to create the world matrix for a single mesh that will be rendered with
transformations.
In Direct3D, which transformation should come last in the world calculation to properly
transform the mesh in the scene?

You want to create the world matrix for a single mesh that will be rendered with
transformations.
In Direct3D, which transformation should come last in the world calculation to properly
transform the mesh in the scene?

A.
Rotation

B.
Perspective

C.
Transform

D.
Scaling

E.
Translation

Explanation:
http://msdn.microsoft.com/en-us/library/bb203933.aspx



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