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NAN from D3DXMatrixDecompose()

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Hey guys, i'm using D3DXMatrixDecompose(); to get individual vectors for displaying user readable position/rotation/scale etc.. It works fine, I convert the quaternion to euler angles after I get it. When I start scaling the worldmatrix I pass to MatrixDecompose, the Quaternion starts to hold NAN for several values. Any idea why this is? (or any other stable function to decompose a matrix?)

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I had the same problems as you guys described above.

I assumed that following is allways true:

----NOT TURE----
D3DXMATRIX m;
m *= 0.0f;
----NOT TURE----
NAN * 0 = NAN

I thought souch a matrix will be filled by zeros. FALSE. X *= 0.0 != 0.0f.
In case memory allocated m contains values like NAN (happens very often) your multiplications will fail. Try to initialise everything before using it. If it sill does not work, the problem lies somewhere else - wrong values/function.

Hope it helps.

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