Hello everyone,
I'm learning DirectX 11 and I see tutorials that make use of WVP matrices in order to transform an object from local/model coordinates to world coordinates, then to camera space, and finally to projection/clip space.
But all of these tutorials are aimed at 3D game development, and thus I am curious to know: do I need any of these transforms at all in 2D games?
Because there are only 2 axis, right? Aren't most objects in 2D games made out of primitives/quads, so there is no need to "import" models from different formats that belong to different coodinate systems?
I apologize if this is a silly question, and sorry for bad english.