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# Question about D3DXVec3TransformCoord

Started by daedalic, Apr 12 2011 06:16 PM

5 replies to this topic

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#4
Members - Reputation: **104**

Posted 12 April 2011 - 08:07 PM

Here's an example of a transform matrix we are using:

0 0 -1 0

1 0 0 0

0 -1 0 0

0 0 0 1

When we multiply this matrix by the unit vector: (0, 0, 1) using D3DXVecTransformCoord, we get (0, -1, 0) as a result. However, when we use our multiplication method we get (-1, 0, 0) as a result.

Here's our multiplication method: It ignores the 4th dimension since it shouldn't be needed for our purposes... as you can see, the transform matrix is equal to the identity matrix in the 4th dimensional positions.

0 0 -1 0

1 0 0 0

0 -1 0 0

0 0 0 1

When we multiply this matrix by the unit vector: (0, 0, 1) using D3DXVecTransformCoord, we get (0, -1, 0) as a result. However, when we use our multiplication method we get (-1, 0, 0) as a result.

Here's our multiplication method: It ignores the 4th dimension since it shouldn't be needed for our purposes... as you can see, the transform matrix is equal to the identity matrix in the 4th dimensional positions.

INLINE Vector3D Matrix::operator* (const Vector3D vector) { return Vector3D (m11 * vector.x + m12 * vector.y + m13 * vector.z, m21 * vector.x + m22 * vector.y + m23 * vector.z, m31 * vector.x + m32 * vector.y + m33 * vector.z); }

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#5
GDNet+ - Reputation: **10734**

Posted 12 April 2011 - 10:20 PM

It appears you should be multiplying the row vector by the matrix columns, rather than the other way 'round. I.e.,

m11*x + m21*y + m31*z = 0

m12*x + m22*y + m32*z = -1

m13*x + m23*y + m33*z = 0

Also, if you're going to "ignore" the 4th elements, then you should be using/comparing-to D3DXTransformNormal.

m11*x + m21*y + m31*z = 0

m12*x + m22*y + m32*z = -1

m13*x + m23*y + m33*z = 0

Also, if you're going to "ignore" the 4th elements, then you should be using/comparing-to D3DXTransformNormal.

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