What is wrong?
hi.
if(raknare>30)raknare=0;
raknare=raknare+0.04;
HDC hdc=GetDC(hWnd);
SetTextColor(hdc,RGB(0,0,0));
float sinusen=sin(raknare);
float cosinusen=cos(raknare;
sprintf(texten,"raknare=%f", raknare);
TextOut(hdc,100,100,texten,strlen(texten));
sprintf(texten,"sin-raknare=%f", sinusen);
TextOut(hdc,100,120,texten,strlen(texten));
sprintf(texten,"cos-raknare=%f", cosinusen);
TextOut(hdc,100,140,texten,strlen(texten));
D3DXMATRIX Worldrotate
D3DXMATRIX Worldtranslate;
D3DXMATRIX matWorld;
D3DXMatrixTranslation(&Worldtranslate, sinusen*2, cosinusen*2, 0);
D3DXMatrixRotationYawPitchRoll(&Worldrotate, raknare, raknare, raknare);
D3DXMatrixMultiply(&matWorld, &Worldrotate, &Worldtranslate);
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
this is so strange. if i change the rotation scheme by adding e.x a variabel to the D3DXMatrixRotationYawPitchRoll (like the counting variable "raknare"), the translation changes??, why is that?. have i done some wrong with the Matrixmultiply so that the the 2 D3DXMatrixTranslation and D3DXMatrixRotationYawPitchRoll are affecting each other?.
Edited by - Funkodysse on November 16, 2001 5:26:13 AM
so instead of this:
D3DXMatrixMultiply(&matWorld, &Worldrotate, &Worldtranslate);
this:
D3DXMatrixMultiply(&matWorld, &Worldtranslate, &Worldrotate);
?
i tried that but it didn't help, the object is like a drunk dude now . rolling around on the screen . but is it possible to make a straight y,x,z translation and still rotate the object, or is the rotation affecting the translation so the rotation distorts the y,x,z translation?
Edited by - Funkodysse on November 15, 2001 12:24:50 PM
Edited by - Funkodysse on November 19, 2001 3:56:13 AM
D3DXMatrixMultiply(&matWorld, &Worldrotate, &Worldtranslate);
this:
D3DXMatrixMultiply(&matWorld, &Worldtranslate, &Worldrotate);
?
i tried that but it didn't help, the object is like a drunk dude now . rolling around on the screen . but is it possible to make a straight y,x,z translation and still rotate the object, or is the rotation affecting the translation so the rotation distorts the y,x,z translation?
Edited by - Funkodysse on November 15, 2001 12:24:50 PM
Edited by - Funkodysse on November 19, 2001 3:56:13 AM
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