Original Post
My little pet project is a Managed DirectX 9-based engine. I'm quite the newbie when it comes to dealing with DirectX directly; this is one of those cases that must have an obvious answer. Let's say I have a model that is rendered like so: Now, let's say I apply a Matrix.RotationAxis to the Matrix.Translation. If I were to do that, how would I now retrieve the new "position" of the camera? Since the RotationAxis may change exactly where the model is drawn (changing its "position" in 3d space), how would I determine where the new position of the model is? Or, as a newbie, am I approaching this in the wrong way?
int modelPositionX, modelPositionY, modelPositionZ;
...
device.Transform.World = Matrix.Translation(modelPositionX, modelPositionY, modelPositionZ);