D3DXMatrixLookAt

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1 comment, last by thedo 22 years, 3 months ago
If I call this method each frame my camera moves down. I am not transforming my camera at all. Here is the look at code:
  
void __fastcall TCamera::LookAt(TMatrix *in)
{
 D3DXVECTOR3 E,U,L;
 L.x=in->Matrix._41;
 L.y=in->Matrix._42;
 L.z=in->Matrix._43;
 E.x=-Matrix._41;
 E.y=-Matrix._42;
 E.x=-Matrix._43;
 U.x=0;
 U.y=1;
 U.z=0;
 D3DXMatrixLookAtLH(&Matrix,&E,&L,&U);
}
  
Is it just floting point inaccuracy? Neil WHATCHA GONNA DO WHEN THE LARGEST ARMS IN THE WORLD RUN WILD ON YOU?!?! Edited by - thedo on January 15, 2002 8:57:29 AM
WHATCHA GONNA DO WHEN THE LARGEST ARMS IN THE WORLD RUN WILD ON YOU?!?!
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you have E.x twice.



boto0o
boto0o
Thanks for the quick reply. I changed it and now the screen constantly flickers (almost like it is rotating 180 degrees between each render, thus showing my object/not showing it,etc)

Any Ideas

Neil
WHATCHA GONNA DO WHEN THE LARGEST ARMS IN THE WORLD RUN WILD ON YOU?!?!

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