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Matrix of transformation

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I don't understand why the matrix of translate X matrix of rotation. d3ddev->SetTransform(D3DTS_WORLD, &(matTranslateB*matRotateYB)); As I know, translation should be added to the original coordinates.

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Translation means adding, yes. If you use affine co-ordinates, then you can "see" the plus operator directly. Now, usual APIs use homogeneous co-ordinates. As you should know from matrix math, multiplying 2 matrices is an operation of summing up products of scalars. Homogeneous co-ordinates exploit this: They enforce the one product member to be 1 and the other to be the translational offset, and then use the internal sum for the said addition. Search the Inet for "homogeneous co-ordinates" to become familiar with that.

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