I am just trying to create a movementcontroller class for game entities. These class should transform the entity affected by the mouse and keyboard input. I am able to calculate the changed rotation and the new globalPosition. Then I multiply:

 newGlobalMatrix = changedRotationMatrix * oldGlobalMatrix;
 newGlobalMatrix = MatrixSetPosition(newPosition);

The problem is that the object rotates around the global axis and not around the local axis.

I use XNAMath for the matrix calculation.


What you describe sounds like you are applying your local rotation after the global transformation has already been applied.

You need to apply the local transformation first - try flipping the order of multiplication of your matrices.


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