Moving lights..
When adding a point light to a device in which space does it end up? If i set the postion of the light and set it each frame like this:
m_pLight.Position = m_vecBalltranslation;
m_pd3dDevice->SetLight(1,&m_pLight);
m_vecBalltranslation is a position vector.
Nothing happens, so i figured that i have to translate some matrix somewhere but i can''t figure out which one.
What i want to do is to make a point light follw a sphere much like in the LightningVS sample in the SDK. In the sample, as i understand, they move the world around the light. I want to move the light around in the world as if the light is a mesh.
Since i am new to DirectX there is a great possiblity that i have missunderstood the entire lights concept, but i any help is appriciated.
/Tjackman.
There''s a function that applies a matrix to a vector. That''s what you want. I think the functions D3DXVec3Transform.
Apply the same matrix to a vector and store the result all the time or keep building a new matrix that''s rotated a bit more and apply that to the start point.
Hope that helps
matt
Apply the same matrix to a vector and store the result all the time or keep building a new matrix that''s rotated a bit more and apply that to the start point.
Hope that helps
matt
I had the same problem before. To fix it you can do this:
m_pLight.Position = m_vecBalltranslation;
m_pd3dDevice->LightEnable(1, false);
m_pd3dDevice->SetLight(1,&m_pLight);
m_pd3dDevice->LightEnable(1, true);
Now you are turning off that light, updating its position and turning it on again. But I don''t know why you have to do it this way, maybe someone else can answer it.
Hope that helps.
James.
m_pLight.Position = m_vecBalltranslation;
m_pd3dDevice->LightEnable(1, false);
m_pd3dDevice->SetLight(1,&m_pLight);
m_pd3dDevice->LightEnable(1, true);
Now you are turning off that light, updating its position and turning it on again. But I don''t know why you have to do it this way, maybe someone else can answer it.
Hope that helps.
James.
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