Search Results
Search type | Search syntax |
---|---|
Tags | [tag] |
Exact | "words here" |
Author |
user:1234 user:me (yours) |
Score |
score:3 (3+) score:0 (none) |
Answers |
answers:3 (3+) answers:0 (none) isaccepted:yes hasaccepted:no inquestion:1234 |
Views | views:250 |
Code | code:"if (foo != bar)" |
Sections |
title:apples body:"apples oranges" |
URL | url:"*.example.com" |
Saves | in:saves |
Status |
closed:yes duplicate:no migrated:no wiki:no |
Types |
is:question is:answer |
Exclude |
-[tag] -apples |
For more details on advanced search visit our help page |
Transformation in game development is usually refers to linear algebra operations on points, vectors and matrices.
0
votes
How do I create a view matrix directly from a quaternion and a position vector?
Try this below:
XMMATRIX is transpose of the transform matrix, so you read it as
column,row
XMMATRIX viewMatrix = XMMatrixRotationQuaternion(v_quaterion);
XMFLOAT4X4 f_view;
XMStoreFloat4x4(&f_view …
1
vote
1
answer
522
views
In the Unity editor, why are the coordinates of a newly created root object not set to 0,0,0...
My initial coordinates of a newly created object without a parent are not 0,0,0
They’re supposed to be at the origin. Instead they are some random number.
And how can I set them to zero without moving …