Jump to content
  • Advertisement
Sign in to follow this  
sansured

Mesh Coordinates

This topic is 4596 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, I have some problems about mesh coordinates and rotating it. First i set the coordinates(D3DXMatrixTranslation -400, 1, 200) after that i try to rotate the mesh with(D3DXMatrixRotationX).It's ok until now but mesh rotates around the origin(0, 0, 0).I want the rotation around mesh's origin (-400, 1, 200).

D3DXMATRIX matXRotation, matYRotation, matZRotation, matCoordinate,  matWorld;


D3DXMatrixTranslation( &matCoordinate, -400, 1, 200 );


D3DXMatrixRotationX( &matXRotation, m_XRotation);


D3DXMatrixRotationY( &matYRotation, m_YRotation);


D3DXMatrixRotationZ( &matZRotation, m_ZRotation);


D3DXMatrixMultiply(&matWorld, &matXRotation, &matYRotation); 


D3DXMatrixMultiply(&matWorld, &matZRotation, &matWorld); 


D3DXMatrixMultiply(&g_mCenterWorld[nObjectnum], &matCoordinate, &matWorld);



What am i going to do for fixing the problem?

Share this post


Link to post
Share on other sites
Advertisement
Guest Anonymous Poster
You should rotate first and translate afterwards, I guess...

Share this post


Link to post
Share on other sites
If i rotate first and than translate.
Mesh goes to point of origin (0, 0, 0) not coordinates which i gave (-400, 1, 200).

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!