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Some math problems StiNKy (2 replies, 0 views) (2000-Jun-1)
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I'm working with Direct3D and its kicking my ass... with the DX.ViewMatrix routine how could I get a good view matrix going as if the person was in space? that means like full rotation in every direction.... Currently I have DX.ViewMatrix matView, Vector(posX,posY,posZ), Vector(posX + sin(rotY),posY,posZ + cos(rotY)), Vector(0,1,0),0 with DX being DirectX matView being the view matrix and Vector being a creating vector routine.... and PosX, PosY,PosZ being my position and rotX,rotY,rotZ being my rotation co-ordinates..... That just lets me turn left and right at the moement.... What I need is up and down, and along the Z axis too Confusing eh? Please help....


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SOMEONE MUST KNOW! StiNKy (0 replies) (2000-Jun-2)
RE: Some math problems Adam Hoult (0 replies) (2000-Jun-7)

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