Original Post
I am trying to get my camera to rotate and the problem I am having is that the camera rotates around the world''s origin rather than its own origin. The code I use to compute my view transform is as follows:
D3DXMATRIX mRotation, mTranslation; D3DXMatrixRotationYawPitchRoll(&mRotation, m_fYaw, m_fPitch, m_fRoll); D3DXMatrixTranslation(&mTranslation, m_vPosition.x, m_vPosition.y, m_vPosition.z); m_mTransform = mRotation * mTranslation;Why is it rotating around the world''s origin and not its own?