4x4 matrices aren't as optimal, but are much more sensible to handle when you want to do more advanced stuff like scaling, skewing, or inversion. |
||
---|---|---|
.. | ||
mingw | ||
CMakeLists.txt | ||
d3d11-indexbuffer.cpp | ||
d3d11-samplerstate.cpp | ||
d3d11-shader.cpp | ||
d3d11-shaderprocessor.cpp | ||
d3d11-shaderprocessor.hpp | ||
d3d11-stagesurf.cpp | ||
d3d11-subsystem.cpp | ||
d3d11-subsystem.hpp | ||
d3d11-texture2d.cpp | ||
d3d11-vertexbuffer.cpp | ||
d3d11-zstencilbuffer.cpp |