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shakazed

Quaternionz0rz

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I really don´t know jacks-bhind about quats so can I do like this...
    

D3DXMATRIX m_matOrientation; 
D3DXQUATERNION qR;  
D3DXQuaternionRotationYawPitchRoll(&qR, m_fYaw, m_fPitch, m_fRoll);  
D3DXMatrixAffineTransformation(&m_matOrientation, 1.25f, NULL, &qR, &m_vPosition );  
D3DXMatrixInverse( &m_matView, NULL, &m_matOrientation );  
iD3DDevice8->SetTransform(D3DTS_VIEW, m_matView);

    
...to rotate my camera? Is m_vPosition the camera´s lookat position?
Bad Monkey Productions

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ure trying to create a view matrix from camera yaw, pitch, roll and position right?

matrix operations are applied left to right, so just go

rotation matrix times translation matrix

use D3DXMatrixYawPitchRoll to make the rotation matrix and D3DXMatrixTranslate to make the translate matrix.

in what ure doing, m_vPosition is the camera''s position, not lookat. if you wanna do look at use D3DXMatrixLookat or whatever

MCLIN

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