Jump to content
  • Advertisement
Sign in to follow this  

help : problem with D3DXMatrixLookAtRH

This topic is 2694 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

when i use D3DXMatrixLookRH( viewMat, eye, at, up );
i set the y component of eye vector to " non-zero" , i get wrong result

but this function could get right result ,

Matrix4x4 MatrixLookAtRH(Vector4 &eye, Vector4 &lookat, Vector4 &up)
Vector4 up_normalized = VectorNormalize(up);
Vector4 zaxis = (eye - lookat); zaxis.Normalize();
Vector4 xaxis = Vector3CrossProduct(up_normalized, zaxis);
Vector4 yaxis = Vector3CrossProduct(zaxis, xaxis);

Matrix4x4 matrix;

matrix.SetColumn(0, xaxis);
matrix.SetColumn(1, yaxis);
matrix.SetColumn(2, zaxis);
matrix[3][0] = -Vector3Dot(xaxis, eye)[0];
matrix[3][1] = -Vector3Dot(yaxis, eye)[0];
matrix[3][2] = -Vector3Dot(zaxis, eye)[0];

return matrix;

i use same parameters to call these two functions, they get different result,
why ? thanks !!!

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!