float origin[3] = {1, 0, 0}, angles[3] = {D3DXToRadian(180), 0, 0}, scale[3] = {1, 1, 1};
D3DXMatrixIdentity (&v_mat_world);
D3DXMatrixTranslation (&v_mat_world, origin[0], origin[1], origin[2]);
D3DXMatrixRotationX (&v_mat_world, angles[0]);
D3DXMatrixRotationY (&v_mat_world, angles[1]);
D3DXMatrixRotationZ (&v_mat_world, angles[2]);
D3DXMatrixScaling (&v_mat_world, scale[0], scale[1], scale[2]);
Edited by Lyev, 05 June 2012 - 05:59 AM.






