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# swapping coordinate systems from 3D studio to direct3d

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i''m having a bit of trouble converting from 3D studio to direct3D''s coordinate system, i was just checking if this is the swap matrix:
1 0 0 0
0 0 1 0
0 1 0 0
0 0 0 1

things are not working, so i would just like to make sure this is right.

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The matrix indeed changes the notion of y/z. No problem there.

EDIT:
Assuming, in your d3d program you define the 'up' vector to be [0 1 0].

[edited by - Nik02 on August 8, 2003 4:23:52 AM]

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ok, so if you made a view matrix that was at angle 0, 0, 0, at the origin, then it should be looking down the y axis after multiplying by that matrix in Direct3D? mine is looking down, and can''t for the life of me figure out why.

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With unit view matrix, the 'camera' should look at positive z, as far as i know.
I'm not sure if i misunderstood your last post?

[edited by - Nik02 on August 9, 2003 5:16:47 AM]

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