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#Actuallucky6969b

Posted 10 December 2012 - 02:33 AM

Initially, I wanted to calculate the View and Projection Matrices out the inverse transpose matrices of the camera given by the GraphicsWindow interface provided by max. Since there is no handy ways to extract all cameras within a "active" viewport using GraphicsWindow with maxsdk and therefore very inconvenient to extract them one by one, I have decided to work it out myself by standard way, that is thru ip->GetObjectTM. What do I need? An eye position, target position and rotation, what else do I need?
And what is the formula?

1) calculate 3ds max (right handed ) view and projection matrix
2) convert these matrices to D3D
Thanks
Jack

#2lucky6969b

Posted 10 December 2012 - 01:27 AM

Initially, I wanted to calculate the View and Projection Matrices out the inverse transpose matrices of the camera given by the GraphicsWindow interface provided by max. Since there is no handy ways to extract all "active" cameras within a "active" viewport using GraphicsWindow with maxsdk and therefore very inconvenient to extract them one by one, I have decided to work it out myself by standard way, that is thru ip->GetObjectTM. What do I need? An eye position, target position and rotation, what else do I need?
And what is the formula?

1) calculate 3ds max (right handed ) view and projection matrix
2) convert these matrices to D3D
Thanks
Jack

#1lucky6969b

Posted 10 December 2012 - 01:21 AM

Initially, I wanted to calculate the View and Projection Matrices out the inverse transpose matrices of the camera given by the GraphicsWindow interface provided by max. Since there is no handy ways to extract all "active" cameras within a "active" viewport using GraphicsWindow with maxsdk and therefore very inconvenient to extract them one by one, I have decided to work it out myself by standard way, that is thru ip->GetObjectTM. What do I need? An eye position, target position and rotation, what else do I need?
And what is the formula?
Thanks
Jack

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