Original Post
Hi All,
I got no responses from the last post I sent, and wondered if anyone anywhere knew of a method, or any links to any sites that can explain how I can obtain the rotations of the camera after I set the D3DXMATRIX* D3DXMatrixLookAtLH( function.
I.e if I call the function
D3DXMatrixLookAtLH(
&D3DXVECTOR3(0.0f,10.0f,-10.0f),
&D3DXVECTOR3(0.0f,0.0f,0.0f),
&D3DXVECTOR3(0.0f,1.0f,0.0f));
I know from the coords given that the angle is roughly 45 degrees on the y axis (i.e. looking down or is it up 45 degrees) but there must be a method using one of the maths functions to calculate this. The matrix returned holds the transformed state, so im guessing that this may be the key, but im unsure which attributes in the matrix holds the rotations.
maybe someone can help me with this.
Thanks in advance
#ifndef _DIRECTX
PostQuitMessage(0);
#endif