Imagination PowerVR SDK Blog

glLoadIdentity


#1


I am using software matrix skinning and at this point I am transforming vertices straight into view space and afterwards I am forcing the view matrix to identity (glLoadIdentity();)



I am wondering if by doing this I am saving anything in terms of performance ( I can't really tell) over the usual route (transform to world space on the CPU and then let the GPu transform them again into view space )