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godsenddeath

camera rotating off center

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i just switched from using D3DXMatrixLookAtLH to manually tranforming thecamera, but when i rotate the view, it rotates off centre, i'm pretty sure i'm applying the transformations in the right order. here's the code



void viewTrans()
{

	D3DXMATRIX viewRot;

	D3DXMatrixRotationY(&viewRot,D3DXToRadian(camRot));

	D3DXMATRIX viewTrans;

	D3DXMatrixTranslation(&viewTrans,xVal,-1,zVal);


	device->SetTransform(D3DTS_VIEW,&(viewRot * viewTrans));


}

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It's been a while since I've made an interactive camera; but I believe you've just done the multiplying the matrices the wrong way round.

device->SetTransform(D3DTS_VIEW,&(viewTrans * viewRot)); should work

oh and I advise changing the function name viewTrans() so it's not the same as the matrix

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