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Rotation about arbitrary axis?

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I''m trying to get it so I can rotate my camera around so that I can look at my world. So, what I first tried doing was rotating the camera around the world x and y axis. I found out this didn''t work, because the rotations need to occur around the cameras own x and y axis for it to be correct. So I need some way to create rotation matrices about an arbitrary axis (namely the cameras x and y axis). Does anyone have a formula, or code, or know of a DX8 function that can do this? Thanks, Tom

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Builds a matrix that rotates around an arbitrary axis.

D3DXMATRIX* D3DXMatrixRotationAxis(
[in, out] Pointer to the D3DXMATRIX structure that is the result of the operation.
[in] Pointer to the D3DXVECTOR3 structure that identifies the axis angle.
[in] Angle of rotation, in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.

Microsoft saves the day

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