G
Guest
Hi,
[A]. I am using managed code ( C# )
. I am working on a performance critical application that involve 3D
Graphics.
[C]. To achieve optimal performance I try to copy data as less as possible.
[D]. The view port is represented by a 3D Vector ( or DirectX.Vector3 )
[E]. The coordinates of this vector vary and are calculated on runtime by
combination of Euler matrix transformations.
[F]. Getting the Translation ( position ) of the view port from the Matrix
require me to copy the XYZ coordinates each time a frame is drawn.
[G]. Using C++ it is NOT need to copy the Translation coordinates
( The following sample shows how ).
Following is a C++ sample for achieving what was just
described ( what is the C# equivalent [???] )
struct Vector
{
float X;
float Y;
float Z;
};
struct Matrix
{
public:
float M11;
float M12;
float M13;
[A]. I am using managed code ( C# )
. I am working on a performance critical application that involve 3D
Graphics.
[C]. To achieve optimal performance I try to copy data as less as possible.
[D]. The view port is represented by a 3D Vector ( or DirectX.Vector3 )
[E]. The coordinates of this vector vary and are calculated on runtime by
combination of Euler matrix transformations.
[F]. Getting the Translation ( position ) of the view port from the Matrix
require me to copy the XYZ coordinates each time a frame is drawn.
[G]. Using C++ it is NOT need to copy the Translation coordinates
( The following sample shows how ).
Following is a C++ sample for achieving what was just
described ( what is the C# equivalent [???] )
struct Vector
{
float X;
float Y;
float Z;
};
struct Matrix
{
public:
float M11;
float M12;
float M13;