Funny rotations
Hi,
I''m trying to create bounding boxes around my objects.
Got a model class with the main mesh, and a boundingbox mesh to represent the box.
In the render loop I have something like this
{
m_pModel->Render(); // Render the main object
D3DXMATRIX matTemp;
D3DXMATRIX mat;
// Rotate the box
D3DXMatrixRotationY( &mat, D3DXToRadian( m_heading ) );
// Put the box inplace
D3DXMatrixTranslation( &mat, m_x, 30, m_y );
// Multiply the matrixes(?)
D3DXMatrixMultiply( &mat, &mat, &matTemp );
...
}
The result is that the boundingbox is mirrored on both x and z axis (y is always 0 in this case)
If I remove the rotation and the multiply, the box is drawn correctly inplace?
What did i miss on matrix multiplication?
/Johan
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