void CHud::update(float elapsedTime)
{
//change health pics, weapon icons ect.
D3DXMATRIX viewMatrix;
m_device->GetTransform(D3DTS_VIEW,&viewMatrix);
D3DXMatrixInverse(&viewMatrix,NULL,&viewMatrix);
D3DXMATRIX handsTransform = (*m_handsMesh->getTransform());
handsTransform *= viewMatrix;
m_handsMesh->FrameMove(elapsedTime, &handsTransform);
}
Model Following camera fps issue
So I have a gun/hands model that I'm trying to make follow the camera in a standard fps style. (c++ / directx)
I do some transforms in hud initialisation to get the model all lining up with my camera. I thought the best way would be to multiply the models transforms by the inverse view matrix then it would apply the same translations and rotations to the model. When I inverse the view I seem to lose the scaling information, if I don't inverse its all backwards. Reapplying the scaling doesn't work.
How is this done? I suspect I'm going the wrong way about it or I need to do some form of manual matrix manipulation.
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