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.
swapping coordinate systems from 3D studio to direct3d
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:
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]
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]
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.
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]
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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