I am new to directx, but have been surprised that most examples I have seen the world matrix and view matrix are multiplied as part of the vertex shader, rather than being multiplied by the CPU and the result being passed to the shader.
For rigid objects this means you multiply the same two matrices once for every single vertex of the object. I know that the GPU can do this in parallel over a number of vertices (don't really have an idea how many), but isn't this really inefficient, or am I just missing something? I am still new and clueless.