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Your problem is that you're trying to compare floating-point numbers for equality. The matrix inversion and multiplication, however, will inevitable introduce slight rounding errors that will make the numbers in the two matrices not exactly equal. Still, let's compare your debug printouts side by side. I've deleted the M1 and TR rows, and left just the ...


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I don't really understand your question to be honest but I think you're trying to figure out how to find the world matrix of a child node. In other words, you essentially have a scene graph with parent nodes and child nodes and you want to know how to calculate the world matrix of one of the children. Essentially it's a two step process. First you need to ...


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Fixed!!!!! Forgot to transpose world, view, and projection matrix. So fixing the aspect ratio and making sure to transpose the matrices fixed the issue. I have to remember that HLSL is column-major rather than row major.


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Yes, the documentation for setting the SO target can be found here. The pipeline chart shows you stream output in the pipeline (over there on the right): Going forward, for many features, you can typically assume nearly the same functionality as DX11.


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I found one solution. The model's transformation were not frozen when made which caused the issue. Freezing the transformation will allow for correct animation in game. The next step would be to fix the above code to allow for unfrozen models


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Ok, i didn't read carefully enough the documentations, it states that: q.x = sin(theta/2) * axis.x q.y = sin(theta/2) * axis.y q.z = sin(theta/2) * axis.z q.w = cos(theta/2) so in my case i had to write: D3DXQUATERNION tempRot1(0.0f, sin(XM_PIDIV2 / 2), 0.0f, cos(XM_PIDIV2 / 2));



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