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which transformation should come last in the world calculation to properly transform the mesh in the scene?

You want to create the world matrix for a single mesh that will be rendered with
transformations.
In Direct3D, which transformation should come last in the world calculation to properly
transform the mesh in the scene?

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A.
Rotation

B.
Perspective

C.
Transform

D.
Scaling

E.
Translation

Explanation:
http://msdn.microsoft.com/en-us/library/bb203933.aspx


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