here is my code
void AnimatedMesh::UpdateFrameMatrices(const D3DXFRAME *frameBase, D3DXMATRIX *parentMatrix, Transformation trans)
{
D3DXFRAME_EXTENDED *currentFrame = (D3DXFRAME_EXTENDED*)frameBase;
// If parent matrix exists multiply our frame matrix by it
if (parentMatrix != NULL)
{
D3DXMatrixMultiply(¤tFrame->exCombinedTransformationMatrix, ¤tFrame->TransformationMatrix, parentMatrix);
D3DXMatrixRotationYawPitchRoll(¤tFrame->exCombinedTransformationMatrix, trans.Rx, trans.Ry, trans.Rz);
D3DXMatrixScaling(¤tFrame->exCombinedTransformationMatrix, trans.Sx, trans.Sy, trans.Sz);
}
else
currentFrame->exCombinedTransformationMatrix = currentFrame->TransformationMatrix;
// If we have a sibling recurse
if (currentFrame->pFrameSibling != NULL)
UpdateFrameMatrices(currentFrame->pFrameSibling, parentMatrix, trans);
// If we have a child recurse
if (currentFrame->pFrameFirstChild != NULL)
UpdateFrameMatrices(currentFrame->pFrameFirstChild, ¤tFrame->exCombinedTransformationMatrix, trans);
}
I Know the problem won't be there but i don't know where it would be