Where to look for modelspace to worldspace transformation of objects?

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Hello,

in my efforts to analyze and understand the engine code, i have troubles locating the exact place where the worldspace position of an object is applied to the model data due to the high amount of abstraction of the rendering pipeline.

I have assumed that the hw(?) vertex shaders receive 3 matrices like model, view, projection, but maybe this works a bit differently in lumberyard.

Maybe someone with more profound knowledge about the inner workings of the engine could point me to a class where this would happen or explain the process?

Thank you in advance

preguntada hace 7 años189 visualizaciones
3 Respuestas
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Respuesta aceptada

At least for some of the shaders, I think that code happens in the shader code in ModificatorVT.cfi. Look at the _pos_Modificators function.

respondido hace 7 años
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Hey @REDACTEDUSER

respondido hace 7 años
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@REDACTEDUSER

Thanks a lot for pointing me to that file, that is what i was looking for. Now i gotta find the C++ classes that provide the according constant buffer with the InPos vector to the shader.

respondido hace 7 años

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