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

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