OpenGL Rotation Matrix to D3D
Writing a small app to display Q3A MD3''s using Direct3D. Everything is going good, except that the tags that join the separate body parts contain a 3x3 rotation matrix.
Is there a way to convert this matrix for it to perform the same job under D3D ?
Cheers.
I''m don''t know much about 3x3 rotation matrices, but of course the easiest way to do it would be to extract rotation the matrix is performing and then writing your own version of it in D3D.
I''m not sure if this is actually answering your question.
I''m not sure if this is actually answering your question.
The only difference between D3D and OGL transformation matrices (including the rotation matrix) is that they are transposed.
Oh, and the 3x3 matrix is the only info you need about a 4x4 rotation matrix. The forth row and colum are all zeros except for the last element (d3 in above matrices) that is 1.
- WitchLord
Edited by - WitchLord on July 25, 2000 3:16:45 AM
a0 b0 c0 d0 OGL to D3D a0 a1 a2 a3a1 b1 c1 d1 => b0 b1 b2 b3a2 b2 c2 d2 c0 c1 c2 c3a3 b3 c3 d3 d0 d1 d2 d3
Oh, and the 3x3 matrix is the only info you need about a 4x4 rotation matrix. The forth row and colum are all zeros except for the last element (d3 in above matrices) that is 1.
- WitchLord
Edited by - WitchLord on July 25, 2000 3:16:45 AM
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