Ok, gonna post some more code and upload the latest version for you guys..
Heres the picking code at the moment:</p>
void Editor::addPlane(D3DXVECTOR3 oldMPos, D3DXVECTOR3 oldMDir, string texName, float* texScale, int whichForm)
{
D3DXMATRIX matView, matWorld;
d3ddev->SetTransform(D3DTS_WORLD, &matStart);
matWorld = matStart;
if(whichForm == 0)
{
fpsCamera->calculateViewMatrix(&matView);
cameraPos[whichForm] = fpsCamera->getPosition();
cameraEyePos[whichForm] = fpsCamera->getEyePos();
}
else
{</div>
D3DXMatrixLookAtLH(&matView,
&cameraPos[whichForm],
&cameraEyePos[whichForm],
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f));
}
d3ddev->SetTransform(D3DTS_VIEW, &matView);
D3DXMATRIX matProjection;
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45),
(FLOAT)screenSize[whichForm].x / (FLOAT)screenSize[whichForm].y,
1.0f,
100.0f);
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);
POINT mousePos;
GetCursorPos(&mousePos);
D3DXVECTOR3 mouseOut, mouseOut2;
D3DVIEWPORT9 viewPort;
d3ddev->GetViewport(&viewPort);
ScreenToClient(hWnd[whichForm], &mousePos);
D3DXVec3Unproject(&mouseOut, &D3DXVECTOR3(mousePos.x, mousePos.y, viewPort.MinZ), &viewPort, &matProjection, &matView, &matWorld);
D3DXVec3Unproject(&mouseOut2, &D3DXVECTOR3(mousePos.x, mousePos.y, viewPort.MaxZ), &viewPort, &matProjection, &matView, &matWorld);
float wz = 3.0f;
float wx = ((wz - mouseOut.z) * (mouseOut2.x - mouseOut.x)) / (mouseOut2.z - mouseOut.z) + mouseOut.x;
float wy = ((wz - mouseOut.z) * (mouseOut2.y - mouseOut.y)) / (mouseOut2.z - mouseOut.z) + mouseOut.y;
D3DXVECTOR3 mouseFinal = D3DXVECTOR3(wx, wy, wz);
addPlane(D3DXVECTOR2(mouseFinal.x, mouseFinal.y), D3DXVECTOR2(1.0f, 1.0f), 0.0f, PhysDefinition(NoPhysics, 0.0f, 0.0f, 0.0f), ForeGroundPlane, TextureDefinition(texName, D3DXVECTOR2(texScale[0], texScale[1]), 0.0f));
}
Heres the latest build:
http://jameswarner.c...ther/Editor.rar
And heres whats happening currently:
Any ideas?