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direct3d object problems

Started by bot_o0o Jan 8, 2002 at 7:49 AM 0 replies 400+ views
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bot_o0o
bot_o0o
i''m trying to get objects within a 3d room i''ve created to move. i''m using the code posted by steg a couple days ago as my base, but i can''t seem to get it to work. the object class i''m writing initializes 4 vertices ( a square object ) and the square''s x,y, and z world coordinates. here is the world transformation function: void MakeWorldMatrixStripObject4(D3DXMATRIX *pMatWorld, stripObject4 &pObject) { D3DXMATRIX MatZ,MatX,MatY,MatTemp; D3DXMATRIX MatRot; D3DXMatrixIdentity(&MatRot); D3DXMatrixRotationZ(&MatTemp, pObject.zRot); D3DXMatrixMultiply(&MatRot, &MatRot, &MatTemp); D3DXMatrixRotationX(&MatTemp, pObject.xRot); D3DXMatrixMultiply(&MatRot, &MatRot, &MatTemp); D3DXMatrixRotationY(&MatTemp, pObject.yRot); D3DXMatrixMultiply(&MatRot, &MatRot, &MatTemp); D3DXMatrixTranslation(pMatWorld, pObject.xPosWorld, pObject.yPosWorld, pObject.zPosWorld); D3DXMatrixMultiply(pMatWorld, &MatTemp, pMatWorld); } and i do this where i want to move the object: theSquare->xPosWorld += 1.0f; this only causes the entire world to move, however. what am i doing wrong? ... does each vertice need it''s own world space coordinates? thanks to anyone that can help. boto0o
boto0o

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