Original Post
It seems there''s a need for an article on Direct3D transformations. Recently, there''s been many posts on that topic. Because of this, I was thinking of writing an article(s) on it but I''d like your feedback from the idea and what should be in it. Here''s what I''m thinking of putting in now:
Introduction - Covers what they are and how they fit into the d3d pipeline.
Transformation Matrices - Covers what the various transformation matrices look like (rotation, scaling, translation, and identity), left and right handedness, and matrix concatenation.
World Matrix - using it and tips and optomizations. order of matrix concatenation for creation.
View Matrix - Order of matrix concatenation/using it. d3dx and how it fits in. tips and optomizations.
Projection Matrix - Inner Workings/Manual Setup, d3dx, tips and optomizations.
Texture Matrix - Using it and tips
Transformation Techniques (maybe, i need your feedback of whether to do it or not. This may require more than one article then. possibly a series with this) - The view frustrum creation, and usage with different collision methods. Planar Shadows using transformations.
Other Matrix and Transformation Info (just ideas. need feedback of which ones to include) - Matrix Stacks and Frame based setup. Manually Transforming Vectors. Using Vertex Shaders and Transformations. To use or not to use D3DX(all fact based, no oppinions)? . OpenGL Transforms
Conclusion - overview and lasting thoughts.
Should I write it? What do you think should be added or taken out?
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My Site
Come join us on IRC in #directxdev @ irc.afternet.org
My Site
Come join us on IRC in #directxdev @ irc.afternet.org


