It just takes two arrays of vectors, and transforms each one in the input by a given matrix and stores it in the output.

The only caveats are that the input and output strides may be specified (so when incrementing your pointers, you will need to typecast to unsigned char*, add the stride, and then typecast back to D3DXVECTOR3*); and the function is supposed to project back to w = 1, so divide each vector by its w component after transforming.

Hi,

I am currently in the process of porting a DirectX application to a platform independent engine.

My biggest time-eater are the D3DX Math functions. Does anybody have a math library that follows the D3DX math library in source?

Currently I am stuck with

D3DXVec3TransformCoordArray()

Any help would be appreciated,

- Wolf