Original Post
Ello All, I was curious if the D3DXMatrixInverse function takes the inverse of the 3x3 portion (not including the translation part of the matrix) of the matrix, or does it take the inverse the full 4x4 matrix (including the translation part)? It was seem that it would only need to take the 3x3 portion because the _14, _24, _34, _44 ij positions would stay 0 and 1. --------------- In addition: If the 4x4 Matrix is viewed in portions
R | 0
---|---
T | 1
R = 3x3 linear transformations (rotation, scale, shear, ...) T = translation (x, y, z) Then when D3DXMatrixInverse takes the inverse of the matrix, does it need to take the inverse T portion? If it does why? [Edited by - LostSource on March 2, 2007 1:15:45 AM]