I use COLLADA to load mesh data to my engine and I use my own converter. I know that matrix from COLLADA for each mesh should be transposed for using in DirectX, I also do this, but I faced with the following problem: scene or single object that I load to my engine after conversion to binary file is inverted along Z and Y axis. I multiply one value from each mesh matrix to -1 during transposition and after that position along Y axis is correct, but not along Z axis. I don`t understand how to translate mesh matrices that all of meshes in scene display correctly. For more details please look to attach screen shots from 3ds max and my engine.
outputMatrixValues = (float)matrixValues ; outputMatrixValues = (float)matrixValues; outputMatrixValues = (float)matrixValues * (-1); outputMatrixValues = (float)matrixValues ;
On screen shot you can see that scene in 3ds mas is in front position, so the position of both cameras (in my engine and 3ds) is correct. I completely confused with this problem. Help me please.
Edited by BlackJoker, 17 March 2013 - 04:48 AM.