Yes, you could store a camera like that, and create a view matrix with a function like D3DXMatrixLookAtLH , which creates a matrix from the camera position, look at position, and up direction. Then...
Type: Posts; User: Vick jr
Yes, you could store a camera like that, and create a view matrix with a function like D3DXMatrixLookAtLH , which creates a matrix from the camera position, look at position, and up direction. Then...
I was going to forgo the position/movement vectors and use matrices instead, so I wouldn't have to construct matrices from them later. However I now have another problem.
I got my camera class working perfectly! I'm storing the yaw, pitch, and roll in floats and the position as a vector. I change the yaw/pitch/roll when i want the camera to look somewhere then...
OK. I get it. I had been trying to have a vector represent position, and use it combined with a rotation matrix to make a final transform matrix. I need to make the vector into a matrix first, then...
Those can alter a vector by a matrix. not alter a matrix by a vector. But I think I figured it out now.
Anyway, if I set my directx device to use a certain matrix as the view matrix, using...
I'm coming across a lot of instances when I would have an existing D3DXMatrix representing the transform (translation, rotation, and scaling) of an object. However, I often need to alter the...