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Am I doing it right? I converted this.

m_ViewMatrix = XMMatrixLookAtLH(XMLoadFloat3(&m_Position), lookAtVector, upVector);

to this one.

XMVECTOR vz = XMVector3Normalize( lookAtVector - XMLoadFloat3(&m_Position) );
XMVECTOR vx = XMVector3Normalize( XMVector3Cross( upVector, vz ) );
XMVECTOR vy = XMVector3Cross( vz, vx );

m_ViewMatrix.r[0] = vx;
m_ViewMatrix.r[1] = vy;
m_ViewMatrix.r[2] = vz;
m_ViewMatrix.r[3] = XMLoadFloat3(&m_Position);

m_ViewMatrix.r[0].m128_f32[3] = 0.0f;
m_ViewMatrix.r[1].m128_f32[3] = 0.0f;
m_ViewMatrix.r[2].m128_f32[3] = 0.0f;
m_ViewMatrix.r[3].m128_f32[3] = 1.0f;

m_ViewMatrix = XMMatrixInverse( &XMMatrixDeterminant(m_ViewMatrix), m_ViewMatrix );

Everything looks fine when I run it. Another question is, I saw on this site( that he subtracted lookat from position in his vector vz. I tried it but gave me wrong view matrix. Can anyone check my code. I'm studying linear algebra right now. Sucks my course doesn't have one.

Thank you, Balls

share|improve this question

First, XMMatrixInverse() first parameter is annotated as output, so for XNAMath it should be:

XMVECTOR vDeterminant;
m_ViewMatrix = XMMatrixInverse( &vDeterminant, m_ViewMatrix );

or for DirectxMath:

m_ViewMatrix = XMMatrixInverse( nullptr, m_ViewMatrix );

Second, if you look at implementation of XMMatrixLookAtLH(), you will find something like this:

XMMATRIX XMMatrixLookAtLH( FXMVECTOR EyePosition, FXMVECTOR FocusPosition, FXMVECTOR UpDirection )
    XMVECTOR EyeDirection = XMVectorSubtract( FocusPosition, EyePosition );

    XMVECTOR R2 = XMVector3Normalize( EyeDirection );

    XMVECTOR R0 = XMVector3Cross( UpDirection, R2 );
    R0 = XMVector3Normalize( R0 );

    XMVECTOR R1 = XMVector3Cross( R2, R0 );

    XMVECTOR NegEyePosition = XMVectorNegate( EyePosition );

    XMVECTOR D0 = XMVector3Dot( R0, NegEyePosition );
    XMVECTOR D1 = XMVector3Dot( R1, NegEyePosition );
    XMVECTOR D2 = XMVector3Dot( R2, NegEyePosition );

    M.r[0] = XMVectorSelect( D0, R0, g_XMSelect1110.v );
    M.r[1] = XMVectorSelect( D1, R1, g_XMSelect1110.v );
    M.r[2] = XMVectorSelect( D2, R2, g_XMSelect1110.v );
    M.r[3] = g_XMIdentityR3.v;

    M = XMMatrixTranspose( M );

    return M;

Your link refer to OpenGL matrix, but you are using DirectX functions, look at this for differences between them.

EDIT: Implementation is in DirectXMathMatrix.inl or xnamathmatrix.inl,you can find them in DirectX SDK, or Windows 8.0 SDK, or download it here.

share|improve this answer
Thanks!! May I know where did you find the implementations? I can't find it on the link you provided. Thank you again. – Balls Oct 14 '12 at 7:46

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