works with eye but not matrix
This is a piece of code which i use to determine my camera position and orientation
d3dvector Pos
const MoveSpeed = 0.1
const RotationSpeed = 0.1
float rotY ''rotation angle along y axis
if(key == up) {
pos.x += sin(rotY)*MoveSpeed
pos.z += cos(roty)*MoveSpeed
}
if(key == down) {
pos.x -= sin(rotY)*MoveSpeed
pos.z -= cos(rotY)*MoveSpeed
}
if(key == left) {
rotY -= RotationSpeed
}
if(key == right) {
rotY += RotationSpeed
}
//''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
When i uses the eye point and eye to, it works fine
''im using vb
D3DXMATRIXLOOKATLH matView,pos,vec3(pos.x+Sin(rotY),0,pos.z+cos(rotY)),vec3(0,1,0)
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but when i use the matrix way, i cant get it moving the right way
D3DXMATRIXTRANSLATION matPos,pos.x,pos.y,pos.z
D3DXMATRIXROTATION matRot,rotY
D3DXMATRIXIDENTITY matView
matView = matRot*matPos
setTransform matView
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where is my error??
mhh, I don''t know if I can help you, but your first part seems ok to me. ok, if it wasn''t correct, it wouldn''t work with the LOOKAT matrix anyway.
You can try using
matView = matPos*matRot
instead of
matView = matRot*matPos
but I won''t promise it works... The other part where the error could happen is the way you set your translation/rotation matrix. Which functions do you use here?
You can try using
matView = matPos*matRot
instead of
matView = matRot*matPos
but I won''t promise it works... The other part where the error could happen is the way you set your translation/rotation matrix. Which functions do you use here?
I just recognized that you''re using vb...
D3DXMATRIXROTATION matRot,rotY
What does this mean?
How can vb know that rotY is the Rotation around the Y axis?
D3DXMATRIXROTATION matRot,rotY
What does this mean?
How can vb know that rotY is the Rotation around the Y axis?
This topic is closed to new replies.
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