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DirectXMath has a number of different forms of transformation, but currently lacks an optimized function for doing transforms by transposed matrices:
XMVector3TransformTranspose
XMVector4TransformTranspose
XMVector3TransformTransposeStream
XMVector4TransformTransposeStream
This would compute:
v * M = [dot(vx, Mx), dot(vy, My), dot(vz, Mz), dot(vw, Mw)] v * M^T = mul(v, Mx) + mul(v, My) + mul(v, Mz) + mul(v, Mw)
The text was updated successfully, but these errors were encountered:
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DirectXMath has a number of different forms of transformation, but currently lacks an optimized function for doing transforms by transposed matrices:
XMVector3TransformTranspose
XMVector4TransformTranspose
XMVector3TransformTransposeStream
XMVector4TransformTransposeStream
This would compute:
The text was updated successfully, but these errors were encountered: