void viewTrans()
{
D3DXMATRIX viewRot;
D3DXMatrixRotationY(&viewRot,D3DXToRadian(camRot));
D3DXMATRIX viewTrans;
D3DXMatrixTranslation(&viewTrans,xVal,-1,zVal);
device->SetTransform(D3DTS_VIEW,&(viewRot * viewTrans));
}
camera rotating off center
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
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
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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