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#Actualdakeeper1995

Posted 05 October 2012 - 02:29 PM

I figured it out by myself actually. Sorry, I didn't provide more code because I cannibalized a whole bunch of projects together and, seeing as I'm new to programming, I doubt anyone could've understood what most of it was (I have very bad programming conventions)

In case anyone was wondering (or had/have the same problem), I calculated my look at point (D3DXMatrixLookAtLH pAt) before keyboard input changed pEye. My view matrix was passed to DirectX afterwards, so there was a small jump on my screen.

Solved by placing the four "if(...)EyePt..." lines before calculating pAt.

Thanks for the replies.

#2dakeeper1995

Posted 05 October 2012 - 02:27 PM

I figured it out by myself actually. Sorry, I didn't provide more code because I cannibalized a whole bunch of projects together and, seeing as I'm new to programming, I doubt anyone could've understood what most of it was (I have very bad programming conventions)

In case anyone was wondering (or had/have the same problem), I calculated my look at point (D3DXMatrixLookAtLH pAt) before keyboard input changed pEye. My view matrix was passed to DirectX afterwards, so there was a small jump on my screen.

Solved by placing the four "if(...)EyePt..." lines before calculating pAt.

#1dakeeper1995

Posted 05 October 2012 - 02:26 PM

I figured it out by myself actually. Sorry, I didn't provide more code because I cannibalized a whole bunch of projects together and, seeing as I'm new to programming, I doubt anyone couldn't understood what most of it was (I have very bad programming conventions)

In case anyone was wondering (or had/have the same problem), I calculated my look at point (D3DXMatrixLookAtLH pAt) before keyboard input changed pEye. My view matrix was passed to DirectX afterwards, so there was a small jump on my screen.

Solved by placing the four "if(...)EyePt..." lines before calculating pAt.

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