Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 1075949
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 16, 20262026-05-16T21:20:39+00:00 2026-05-16T21:20:39+00:00

When working with 3d graphics, sample shaders USUALLY use the following operation for vector

  • 0

When working with 3d graphics, sample shaders USUALLY use the following operation for vector position transformation:

result = mul(matrix, vector);

This obviously means the same as:

result = mul(vector, matrix_transposed);

Also, just to mention, most linear algebra libraries prefer to only leave the vector * matrix multiplication operation for simplicity.


Now: let’s say I want to transform some vector (position, for example), using some concrete matrix (to be concrete, let’s use D3DX matrix operations). So, I construct simple world-view-projection matrix and then pass it to my shader.

  D3DXMatrixRotationX(&world, 0.05f);

  D3DXMatrixLookAtLH(&view, &D3DXVECTOR3(400.0f, 80.0f, 0.0f),
                            &D3DXVECTOR3(0.1f, 0.1f, 0.0f),
                            &D3DXVECTOR3(0.0f, 1.0f, 0.0f));

  D3DXMatrixPerspectiveFovLH(&projection, 0.5f, 800.0f / 600.0f, 1.0f, 1500.0f);

  D3DXMATRIX wvp = world * view * projection;

  Set Shader Parameter (wvp); // Pseudocode here

Question:


And here comes the part I can’t understand – if done this way, the shader code should be

result = mul(vector, wvp)

for this transformation to work(vector is multiplied from the left side of the matrix).

Why does this happen? How do most sample shaders have the result = mul(wvp, vector) transformation inside them (and they don’t transpose the matrix before setting it as a parameter)?

Where am I wrong?

Thank you.


A bit more information – D3DX matrix has row-major alignment and I am using the corresponding function, which takes a row-major matrix as a parameter (cgSetMatrixParameterfr in my particular case).

Of course, I could “transpose” that matrix by calling the function cgSetMatrixParameterfc, which treats input data as column-major matrix (and “automatically” transposes it), but that would be ridiculous.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-16T21:20:40+00:00Added an answer on May 16, 2026 at 9:20 pm

    The convention in mathematics (and thus in programming) is that you multiply the vector by a linear transformation from the right: matrix * vector == transformed vector. So I don’t understand you complain. The matrix is already set to the right one. If you want to multiply the vector from the left then you need to transpose the matrix: result = mul(vector, transpose(wvp))

    EDIT: OK, Direct3D actually does the opposite. It multiplies vectors from the left (treats them as rows rather than columns). OpenGL, for example, multiplies from the right as normal people do. So you need to load the transposed matrix to the cg program.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Ask A Question

Stats

  • Questions 542k
  • Answers 542k
  • Best Answers 0
  • User 1
  • Popular
  • Answers
  • Editorial Team

    How to approach applying for a job at a company ...

    • 7 Answers
  • Editorial Team

    What is a programmer’s life like?

    • 5 Answers
  • Editorial Team

    How to handle personal stress caused by utterly incompetent and ...

    • 5 Answers
  • Editorial Team
    Editorial Team added an answer Use: SELECT p.id as a, p.url as b, t.id as… May 17, 2026 at 3:22 am
  • Editorial Team
    Editorial Team added an answer There are two parts to the problem First Issue You… May 17, 2026 at 3:19 am
  • Editorial Team
    Editorial Team added an answer I thought I'd show the regex approach, too. It doesn't… May 17, 2026 at 3:18 am

Trending Tags

analytics british company computer developers django employee employer english facebook french google interview javascript language life php programmer programs salary

Top Members

Related Questions

Working with python interactively, it's sometimes necessary to display a result which is some
Here's the situation: We have some generic graphics code that we use for one
Working with dates in ruby and rails on windows, I'm having problems with pre-epoch
Working with a SqlCommand in C# I've created a query that contains a IN
Working on a project at the moment and we have to implement soft deletion
Working on a somewhat complex page for configuring customers at work. The setup is
Working on a project that parses a log of events, and then updates a
Working in Eclipse on a Dynamic Web Project (using Tomcat (v5.5) as the app
Working with TCL and I'd like to implement something like the Strategy Pattern .
Working with an Oracle 9i database from an ASP.NET 2.0 (VB) application using OLEDB.

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.