problems in manipulating a Transformation Matrix

Hello everybody

I'm new to C# and managed DirectX, and have a question.

I have this model class:

http://rafb.net/paste/results/5FCWXC53.html (if the link gets broken, let me know)

that should handle a mesh: transform it, place textures on it and more.

Meanwhile, it doesn't do what I expected; say I try to give an object fixed rotation (using Rotation = new Vector3 (some vector) ), it will place it in the currect angle, but if I try this.translate(some vector) it wont work.

The methods work (quite) good by themselvs, except the scale method, which is a different story.

My question: should I stick with transforming the _transform property on any translation method or property (position/rotation/translate/ratate/scale)

or create a different Matrix for each of the transformations (as you can see I started doing on lines 133-135) and then multiply it when rendering

Am I doing something terribly wrong

 

Thanks in advance




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problems in manipulating a Transformation Matrix

  • wreckless89

    never mind, i scceded on my own. I use the other way I suggested, maintaning a matrix for each of the translations

    thanks anyway



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