14 years, 3 months ago
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14 years, 3 months ago
When I call these functions the matrix, v_mat_world, remains unchanged, please help :S float origin[3] = {1, 0, 0}, angles[3] = {D3DXToRadian(180), 0, 0}, scale[3] = {1, 1, 1};…
14 years, 3 months ago
How do I make the coordinate system in DirectX 11 relative to the top left of the screen? I've setup an orthographic projection matrix, so that I can use screen coordinates…
14 years, 4 months ago
How would I go about filling a box with a given x and y and width and height up with pixels of a certain color? I'm guessing it would involve making a new vertex buffer, but…
14 years, 4 months ago
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See all in DiscussionsOkay, thanks for your help!
14 years, 3 months ago
So something like this? D3DXMATRIX trans, rotx, roty, rotz, scaling; D3DXMatrixIdentity (&v_mat_world); D3DXMatrixTranslation (&trans, origin[0], origin[1], origin[2]); D3DXMatrixRotationX (&a
14 years, 3 months ago
When I call these functions the matrix, v_mat_world, remains unchanged, please help :S float origin[3] = {1, 0, 0}, angles[3] …
14 years, 3 months ago