Archived

This topic is now archived and is closed to further replies.

View Matrices

This topic is 6018 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

Normally, I would have access to the camera''s actual position in universe space. However, while working on this terrain engine, and making the rendering procedure for the particle system(s), I realize that I do not have such access. What I do have, however, is the D3D (DirectX7) View matrix, from the [Device].GetTransform() proc. I cannot figure out this matrix. I''ve spent quite a few hours at it, too. So... my question is... Could someone tell me how to extract the camera''s XYZ position from the matrix, so that I can rotate my particle sprites to face it? The camera''s rotation is optional, but it would be nice... In advance, my thanks for the help.

Share this post


Link to post
Share on other sites