Keep in mind that I'm really using these coords for a sprite,so I don't care about the Z if that matters at all...
So i have the following vector:
v(589,277)
And I want to rotate it 90 degrees counter clockwise.
I build a rotation matrix like this:
D3DXMatrixRotationZ(&rotation, D3DXToRadian(-90));
I then just transform the vector with:
D3DXVec2TransformCoord(&res, &D3DXVECTOR2(x,y), &rotation); //x = 589,y = 277
The resulting x is the correct one: 276, but the y is very far from the correct result: -589 (it should be something in the range 0-10)
What am I doing wrong?
EDIT: I also tried using a 3d vector with the z = 1..the same