Slade Posted October 22, 2003 Posted October 22, 2003 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. Quote
*Experts* Nerseus Posted October 22, 2003 *Experts* Posted October 22, 2003 Why wouldn't you want to use LookAtLH? Just to learn the math yourself, or...? I can't help you with the math part but I'm sure there are plenty of 3D math tutorial sites on the web, especially those setup to help do common matrix math like setting up view matrices. -Ner Quote "I want to stand as close to the edge as I can without going over. Out on the edge you see all the kinds of things you can't see from the center." - Kurt Vonnegut
Slade Posted October 22, 2003 Author Posted October 22, 2003 Because I dont know what I'm looking at. And in a first person perspective, it seems like it would be more efficient to mirror the settings of the object I am 'following' rather then trying to calculate a point I'm looking at. Quote
Optikal Posted November 3, 2003 Posted November 3, 2003 If you know how matrix multiplication works (which any intro. linear algebra book should explain) you can combine that knowledge with the Matrix section of the DX SDK docs to figure out how to create your own transformation matrices. Quote
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