Using the D3DX library, which is part of directX, in particular directx9, in this case I wonder if it is possible to use the same matrix (or vector, etc.) for input and output
D3DXMATRIX mat;
D3DXMatrixInverse(&mat, NULL, &mat);
I avoid this, believing that it will lead to bad things when parts of the array are partially overwritten as the results are calculated, but I see a lot of code that does just that.
A quick test shows that it works fine, so I assume that the D3DX functions take a copy where input is needed, or some other method to ensure that it works fine, but I canβt find it documented anywhere. therefore, I reluctantly rely on his work.
?