Original Post
Is it just me or are RenderMonkey''s matrices backwards from what works in the Microsoft Effects Editor? Ie. the standard vertex shader transform in RenderMonkey is:
Out.Pos = mul(view_proj_matrix, In.Pos);While in Effect Edit it is:
float3 P = mul(float4(Pos, 1), (float4x3)WorldView); Out.Pos = mul(float4(P, 1), Projection);Or equivalently:
Out.Pos = mul(float4(P, 1), WorldViewProjection);Alhough it seems that the world matrix is always the identity in this program (for obvious reasons), so we could simply use ViewProjection like in the RenderMonkey version. Now the problem of course is the order of multiplication which is simply not compatible between the two... in fact when I export an FX file from RenderMonkey, it simply does not work for this (and other) reasons. Has anyone else notices this? Any way to get around it? I know a pile of people use RenderMonkey for shader development (it''s a great tool!) but this seems to be an obvious impass... solutions please? Thanks in advance.