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.


"Nekentros" <Nekentros@xxxxxxxxxxxxxxxxxxxxxxxxx> wrote in message
> Why is it that I can't perform a matrix rotation followed by another such
> 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.