Matrix multiplication - view/projection, world/projection, etc
In HLSL there's a lot of matrix multiplication and while I understand how and where to use them I'm not sure about how they are derived or what their actual goals are. So I was wondering if there was a resource online that explains this, I'm particularly curious about what is the purpose behind multiplying a world matrix by a view matrix and a world+view matrix by a projection matrix. You can get some info, from a mathematical viewpoint, on this wikipedia article or on msdn . Essentially, when you render a 3d model to the screen, you start with a simple collection of vertices scattered in 3d