I'm trying to build some camera routines that dont use Matrix.LookAtLH for setting the view matrix.
However I am having problems with the math required to take a position (vector3) and an orientation (roll, pitch, yaw or possibly a quat) and turn it into a view matrix.
I cant quite seem to make it work.
However I am having problems with the math required to take a position (vector3) and an orientation (roll, pitch, yaw or possibly a quat) and turn it into a view matrix.
I cant quite seem to make it work.