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 Home / 3D Theory & Graphics / Rotation matrix: from OpenGL to Direct3D Account Manager
Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.

May 31, 2005, 06:18 PM


I have a rotation matrix (combined for the 3 axes) that works ok in OpenGL, but I'm having trouble converting it for Direct3D. Which steps exactly should I follow to get it working in Direct3D?



May 31, 2005, 08:01 PM

It still doesn't work, I think I need more specific help 8-)

I wrote my application completely for Direct3D, but I'm getting this single rotation matrix from a static library that uses OpenGL's matrices. I don't have quaternions or anything else, I just have this single 4x4 rotation matrix, that represent a combined rotation in all 3 axes for a right handed system.

First I transpose the matrix, then I think I need to negate something but I don't know what or how.

Thanks for any help.


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