Negative Translation with Camera Matrix

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1 comment, last by JoeyBlow2 22 years, 6 months ago
(contains some pseudo code) If I want to set a camera at 0,5,0 (5 feet above the ground) why do I need to specify this? D3DXMatrixTranslation(&matrix, 0,-5,0); If I want to move the camera forward 1 foot, why do I need to do this? D3DXMatrixTranslation(&matrix, 0,0,-1); CameraMatrix = CameraMatrix * matrix; Its like everything is backwards? Am I missing something? Like an MatrixInverse function? Also MatrixInverse is kinda costly to CPU when done alot. But to me it seems DX is kinda backwards. Or am I backwards with viewport settings which is causing this? It seems when I make models, if I specify 100 feet out (0,0,100), it draws 100 feet out like its supposed to... It only seems that my camera movement and positioning is backwards...
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The view matrix is concatenated(matrix multiplication) with the world transform matrix the result shifts the world 1 down (if you''re specifying -1.0f as the _42 component of your matrix)
to the viewer that looks as if he went up where really the world moves down.
Okie. That makes sense. Thanks.

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