D3DXMatrixLookAtLH(&View, &D3DXVECTOR3(3.0f, 3.0f, 5.0f), &D3DXVECTOR3(0.0f, 0.0f, -7.5f), &D3DXVECTOR3(0.0f, 1.0f, 0.0f));
It points to the opposite direction; it should be point right not left... so it basically increases going left. Is there any reason for that??? Also which way should the z be increasing? forward or backwards?
Thanks.
Projection Matrix
Hello again guys, how's life :),
Well this problem has been with me since I started but I never fixed it for some reason :(. Basically my x axis is messed up...
The Z axis points into the screen (see Coordinate Systems on MSDN), so your pAt value is "behind" the camera, resulting in the flipped X axis.
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