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Type: Posts; User: Vick jr

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  1. Yes, you could store a camera like that, and...

    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...
  2. I was going to forgo the position/movement...

    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.
  3. I got my camera class working perfectly! I'm...

    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...
  4. OK. I get it. I had been trying to have a vector...

    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...
  5. Those can alter a vector by a matrix. not alter a...

    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...
  6. Altering DirectX matrices directly with transforms.

    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...
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