got a method for calculating 2Dprojection/translate/rotate/scale/basicDistort of a 3D-vertex with 14 multiplications and 20 additions
so if the classic engine uses only one matrix to rezolve all 2Dprojection/translate/rotate then the classic wins, although I got scaling and basic-distortion without compute penalty
so one matrix applied to one 3D-vertex goes to 16 multiplications and 12 additions; mine has 14* and 20+ but has scale&basic-distorsions included
should I patent this?
so anyone who knows how a core of a 3D engine works?