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The
XMFLOAT4X3type is a row-major 4x4 matrix with the last column implicitly [0 0 0 1]. It is a compact way to represent affine transformations (translation, scale, rotation, etc.). It can't capture projective transformations, but this is often more than adequate for doing world->local->view transformations.HLSL uses column-major storage of matrices by default, so typically you perform a transpose of a 4x4 matrix to store it in an
XMMATRIXorXMFLOAT4X4going from CPU to GPU. In the cases where you want a 4x3 column-major, you typically had to do the following:Or if you were able to use three
XMVECTORtypes in aligned constant buffers, you could make it:As it turns out the DirectX Raytracing API also needs wants the transposed 12-float matrix form as well. Therefore, this change adds a
XMFLOAT3X4to simplify this usage.