Jump to content
Xtreme .Net Talk

Recommended Posts

Posted

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.

  • *Experts*
Posted

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

"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
Posted

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.

  • 2 weeks later...
Posted
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.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...