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DX9, matrices

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I have no idea why my code isn''t working properly. IT runs, but the image won''t rotate. Here''s my matrices code: VOID SetUpMatrices(){ D3DXMATRIXA16 matWorld; //World Matrix D3DXMATRIXA16 matView; //View Matrix D3DXMATRIXA16 matProj; //Projection Matrix //Set up world matrix D3DXMatrixRotationY(&matWorld, timeGetTime()/150.0f); g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld); //Set up view matrix D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 3.0f, -5.0f), &D3DXVECTOR3(0.0f, 0.0f, 0.0f), &D3DXVECTOR3(0.0f, 1.0f, 0.0f)); g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView); //Set up projection matrix D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f); g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj); } here''s the whole thing: http://sfpiano.netfirms.com/DX9mat.zip

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Your vertex format has the RHW flag specified which tells D3D that it doesn''t need to apply the transformation matrices to the vertices - A vertex format with RHW is you telling D3D "I''ve already transformed these vertices, you don''t need to - just draw them".

Check out the tutorials which come with the SDK, in particular the "matrices" one - you''ll notice that all the earlier tutorials use RHW, but as soon as they need to apply matrices they drop the RHW flag from the FVF code and vertex data...

Simon O''Connor
Creative Asylum Ltd

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