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View Matrices

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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.

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