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
OpenGL style matrix to DirectX matrix
Started by Dias, Mar 12 2006 04:56 PM
10 replies to this topic
#1
Posted 12 March 2006 - 04:56 PM
#2
Posted 12 March 2006 - 05:16 PM
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];
for (int u=0; u<4; u++)
for (int v=0; v<4; v++)
DxMatrix[u,v] = glMatrix[v,u];
#3
Posted 12 March 2006 - 06:02 PM
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?
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?
#4
Posted 12 March 2006 - 06:09 PM
Matrix4 transpose;
for (blah) tranpose[u,v] = matrix[v,u];
Device.Transform.World = transpose;
for (blah) tranpose[u,v] = matrix[v,u];
Device.Transform.World = transpose;
reedbeta.com - developer blog, OpenGL demos, and other projects
#5
Posted 12 March 2006 - 09:02 PM
You could also use GL_ARB_transpose_matrix
#6
Posted 12 March 2006 - 09:41 PM
Reedbeta said:
Matrix4 transpose;
for (blah) tranpose[u,v] = matrix[v,u];
Device.Transform.World = 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.
#7
Posted 12 March 2006 - 10:25 PM
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.
If the matrix is the same as the c# Mobile d3d, then you can write to M11 M12, M13 and so on.
#8
Posted 13 March 2006 - 04:16 AM
If you can't modify the values, just create a new matrix using a constructor which takes 16 values then.
#9
Posted 13 March 2006 - 06:34 AM
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;
#10
Posted 13 March 2006 - 05:33 PM
Dias said:
Also, Axel, i do not want to use any opengl api specific code because this function is inside a directx implementation of my renderer.
#11
Posted 13 March 2006 - 05:59 PM
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.
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.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users












