Re: rotating camera around origin



You want to change the view matrix in this case, modifying the world matrix
modifies the placement and scaling of objects (changes from model to world
coordinates). Also, you are simply reassigning the matrix, rather than
multiplying the rotations.

Paul

"Nekentros" <Nekentros@xxxxxxxxxxxxxxxxxxxxxxxxx> wrote in message
news:2BC9CF9C-BB09-46C6-908A-5390D3527C05@xxxxxxxxxxxxxxxx
> Why is it that I can't perform a matrix rotation followed by another such
as:
>
> device.Transform.World = Matrix.RotationY(angle);
> device.Transform.World = Matrix.RotationX(angle);
>
> When I attempt to do this is nullifies the Y rotation and only does the X
> rotation.
>
>


.