float4x4 matViewProjection;\
\
struct VS\_OUTPUT{\
float4 Pos : POSITION;\
float2 Tex : TEXCOORD;\
};\
\
VS\_OUTPUT vs\_main(\
float4 inPos : POSITION,\
float2 inTex : TEXCOORD )\
{\
VS\_OUTPUT output;\
/\*\
\*\* Using mul(matViewProjection, inPos)\
\*\* and mul(inPos, matViewProjection)\
\*\* may produce the same results.\
\*/\
output.Pos = mul(inPos, matViewProjection);\
output.Tex = inTex;\
return output;\
}
RenderMonkey workes with transposed matrices
as opposed to regular non-transposed ones. **I think it does this for**
**consistancy with OpenGL rendering. **Now, that being said, when
multipliying two matrices, if one is the transpose, you can get the
same result by changing the order of the multiplication.
As for your App... Well if you plan on using render monkey shaders
directly, you may want to transpose your matrices before uploading
them (note that there is a SetMatrixTransposed, or something similar
in the DirectX api to automate this for you).