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# Rotating View Matrix

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I am trying to rotate my view Matrix in Direct3D. This is what I have:
  D3DXMATRIX matView; D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0.0f, 5.0f,-5.0f ), &D3DXVECTOR3( 0.0f, 0.0f, 0.0f ), &D3DXVECTOR3( 0.0f, 1.0f, 0.0f )); D3DXMatrixRotateY( &matView, timeGetTime()/150.0f ); lpD3DDevice8->SetTransform( D3DTS_VIEW, &matView ); 
As you can guess the offending function in here is D3DXMatrixRoatateY( &matView, timeGetTime/150.0f ); When it is not there I can view my polygons properly, when it is there everything disappears and I get an empty scene. I suspect that the only way to properly go about this, in an efficient manner, is by changing the values of the views "look at" and "position" vectors. Anyone want to confirm this? Gamedev's AI Auto-Reply bot. Edited by - kurifu on February 24, 2002 1:25:40 AM

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I may be wrong... but D3DXMatrixRotateY creates a matrix rotation... it doesn''t rotate the submitted matrix by the value...

instead you should create a temporary rotation matrix, and then multiply that with your view matrix.

-Lonely

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You are right... I did not realize that as I have rotated an identity matrix before in this manner... without realizing that the same effect would be applied if I were to multiply the rotation matrix by the identity matrix.

Thanks for your help