Conceptual Problem in D3D - Tranformations
So I am trying to demonstrate the phenomenon of moire fringes in d3d, because I hope to model the fringes in 3d using rapid prototyping in a cse class i'm taking
http://www.jstor.org/view/07468342/di020744/02p0043o/0
So but basically, I'm just trying to simulate the concept of two screens running by each other.
I have two sets of lines in two different vertex buffers.
What I want to do is quite like this image
http://www.jstor.org/cgi-bin/jstor/g.../18b.jpg?jstor
I have something like this
Code:
pd3dDevice->BeginScene();
static float i = 0.0;
i += 0.01;
D3DXMATRIX mWorld, mView;
D3DXMatrixRotationY( &mView, i );
D3DXMatrixTranslation( &mWorld, 0.0f, 0.0f, 5.0f );
pd3dDevice->SetTransform( D3DTS_WORLD, &mWorld );
pd3dDevice->SetFVF( D3DFVF_MY_VERTEX );
pd3dDevice->SetStreamSource( 0, pCircleList, 0, sizeof(Vertex) );
pd3dDevice->DrawPrimitive( D3DPT_LINELIST, 0, (67 * 720) / 2);
pd3dDevice->SetTransform( D3DTS_WORLD, &mView );
pd3dDevice->SetStreamSource( 0, pLineList, 0, sizeof(Vertex) );
pd3dDevice->DrawPrimitive( D3DPT_LINELIST, 0, (300) / 2);
pd3dDevice->EndScene();
This has the intention of only rotating one set of lines, but the whole world gets flipped around when I apply the rotation. I just want one of the two sets of lines to rotate around the z. Tipz