Yes, you got it ozak! Those transformation matrix will be eventually passed into my vertex shader using constant register.
The question is, whether is there any shortcut I can get the transformation matrix of an object? The way that I do now is,
1. Create a matrix
2. Set the position of the object into the matrix.
3. Create another matrix
4. Set the rotation of the object into it.
5. Create another matrix.
6. Set the scale of the object into it.
7. Concatenate all 3 matrices into one single matrix using matrix multiplication.
The concatenated matrix is what I meant by object transformation matrix. The question is, whether is there any shortcut to get this matrix, without going through all those hassles? I believe DBpro will have this matrix store internally, just that whether it is accessible to programmers or not.
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