Original Post
Hi all, I've worked up a simple camera on D3D lately... there is several classes that make up this function. A camera class that stores all the matrices, such as view, world and projection A vector, matrix and quaternion class for my own work. I'm currently trying to create a rotation (ie, head-turning rotation) with the camera itself .. it should be the view matrix i think ... Here are my steps: 1) I used a quaternion to generate a matrix based on the euler angles I've passed in. 2) Afterwhich I used the generated matrix to multiply with into view, ie, view = view * generated The effects: At first the rotation seems ok... but as i move the camera away from its initial point, the rotation seem to rotate AROUND the initial lookAt position... Is there something that I did wrong? Sorry, I'm still quite new into 3D programming, therefore, may not understand certain concepts and principles. Please advise. Thanks, thrawn80