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rotate a camera

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I've my cam focused on a mesh on the front. I would rotate the cam so i can what the mesh on the right. What is the matrix i have to multiplicate?

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Depends on yer camera setup.

This is not the fastest, just works. In reality you should be able to just do a:


D3DXQUATERNION QUAT;
D3DXMATRIX matAT;
D3DXMATRIX matRot;
D3DXMATRIX matView;
D3DXQuaternionRotationYawPitchRoll(&QUAT, vecRot.x, vecRot.y,vecRot.z);
D3DXMatrixAffineTransformation(&matAT, 1.00f, NULL, &QUAT, &vecPosition);
D3DXMatrixInverse(&matView, NULL, &matAT);
matCameraView = matView * matRot;
pd3dDevice->SetTransform(D3DTS_VIEW, &matCameraView);





That uses quaternions, also not in degrees, they are in Radians. So should be immune to gimbal lock, although the Z always gets messed for me, I can show ya a way around it still if need be. vecPostion is hte position of the camera, vecRot is the new rotation(not added rotation).

Also you should pickup a good book on beginning directx programming, this sorta thing is one of the first things taught usually (NO OFFENSE PLEASE). Of course some books do suck :).

GL,

Brad

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