Hey Im doing some matrix coding and have run into a small problem.
I have a generic 4x4 matrix class which is the same type as OpenGL uses.
I also have a function in my program called setMatrix() which takes a matrix of this type and applies it to directx which from what i know, uses a mirrored/different style matrix.
So far ive added the translation of the matrix like shown below, but how do i apply the x, y, z axis rotations to it?
Any code samples would be appreciated
// C# code
public override void setMatrix(Matrix4 matrix)
// Apply the translation of the passed matrix
device.Transform.World = Matrix.Translation(matrix.m[0,3], matrix.m[1,3], matrix.m[2,3]);