Converting from Opengl
I ve some relatively simple code that I want to convert from opengl. Anyone lend a hand?
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glPushMatrix();
glMultMatrixf(m); // m is a known matrix - do I need to do anything to convert from opengl to dx matrices?
DrawModel(link); // A new method I wrote...no problem
glPopMatrix();
Any help on the pushmatrix and matrix multiply would be great. Also, any help on converting an opengl matrix to dx if it''s not direct.
Thanks!
Onnel
look at the sdk documentation:
look at SetTransform
and the D3DXMatrix... functions
Also, DX8 doesn''t have a stack by default, but there are D3DX stack helper interfaces.
look at SetTransform
and the D3DXMatrix... functions
Also, DX8 doesn''t have a stack by default, but there are D3DX stack helper interfaces.
I figured to use the D3DXMatrixMultiply. Does the order of the matrices matter in this case?
I assume the stack is simply a way to store a matrix and then be able to retrieve it. If this is the case, I can simply store my existing matrix and then reset it afterwards.
Which DX matrix matches gl_modelview?
Also, do any changes need to be made to the way a matrix is stored?
Onnel
I assume the stack is simply a way to store a matrix and then be able to retrieve it. If this is the case, I can simply store my existing matrix and then reset it afterwards.
Which DX matrix matches gl_modelview?
Also, do any changes need to be made to the way a matrix is stored?
Onnel
at the risk of sounding bad... It will be worth your time to skim the documentation...
Some answers:
* multiplication order matters (always)
* stack - sure, you could store/reset...
* in DX, there is a world matrix and a view matrix (read the docs)
* no, I believe the matrix format is the same...
Some answers:
* multiplication order matters (always)
* stack - sure, you could store/reset...
* in DX, there is a world matrix and a view matrix (read the docs)
* no, I believe the matrix format is the same...
O.K., I think all that matches up with what I was thinking (I knew most of it, but wanted confirmation).
I switched to using the D3D Matrix stack, but I don''t think that makes any functional difference. I noticed there was a MatrixMultiply and MultMatrixLocal..I''ll try with the Local version...
Thanks for confirming my thoughts!
Onnel
I switched to using the D3D Matrix stack, but I don''t think that makes any functional difference. I noticed there was a MatrixMultiply and MultMatrixLocal..I''ll try with the Local version...
Thanks for confirming my thoughts!
Onnel
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement