]]>Yeah thanks guys thats what i was after!

I was trying to set the M11, M12 etc elements of the device.Transform.World directly and that gave me an error so i assumed it wouldnt work with a Matrix instance either.

]]>Also, Axel, i do not want to use any opengl api specific code because this function is inside a directx implementation of my renderer.

Sorry, I misunderstood your question.

]]>`namespace Microsoft.DirectX { public struct Matrix { public float M11; public float M12; public float M13; public float M14; public float M21; ... // // Summary: // Returns the matrix transpose of a matrix. // // Parameters: // source: public void Transpose( Matrix source ); } }`

Thus, you can access/modify the elements, just create an instance:

`Matrix mx = new Matrix(); mx.M11 = ...; ... device.Transform.World = mx;`

]]>If you can't modify the values, just create a new matrix using a constructor which takes 16 values then.

]]>I don't know about the C# access to directx, but a matrix class that can't be written to sounds a bit useless to me.

If the matrix is the same as the c# Mobile d3d, then you can write to M11 M12, M13 and so on.

]]>Matrix4 transpose;

for (blah) tranpose[u,v] = matrix[v,u];

Device.Transform.World = transpose;That wont work, Device.Transform.World doesnt take my custom Matrix4 class as a parameter because it only works with DirectX matrices, which is called Matrix.

Also, Axel, i do not want to use any opengl api specific code because this function is inside a directx implementation of my renderer.

let me explain this a bit further..

The reason i dont use directx matrices all over my project is because i want to work with 1 matrix class only independantly of which rendering api i am using. I am making a generic renderer class which should transparently cover the directx/ogl specific code within their respective implementation.

The function should simply convert from my Matrix4 class into a directx matrix. Since the matrix elements in a directx Matrix is read only i cant set its elements directly (or can i?) so instead im calling the translate, rotate etc functions of directx manually to set it up.

]]>You could also use GL_ARB_transpose_matrix

]]>Matrix4 transpose;

for (blah) tranpose[u,v] = matrix[v,u];

Device.Transform.World = transpose;

]]>The device.Transform.World doesnt have a public [] operator to it,

thats why im asking. Since im pretty new to DX though is there some other function which i can use to do what you described?

]]>just transform all matrix element.

for (int u=0; u\<4; u++)

for (int v=0; v\<4; v++)

DxMatrix[u,v] = glMatrix[v,u];

]]>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]);

}/Cheers