Original Post
Hi!
I previously asked about rotating object in Direct3d and I also got some answers which said that should do my matrix calculations in right order... I tried but... Well I didn''t manage to do it... So could somebody please give a simple code example of rotating object (a triangle for example) in different locations. And so that the object rotates around it''s own origo not around the world origo which is my problem.
Any help would be appreciated.
Floru