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    <title>topic Matrix Math Help - D3DXMatrixLookAtLH in Developing Games on Intel Graphics</title>
    <link>https://community.intel.com/t5/Developing-Games-on-Intel/Matrix-Math-Help-D3DXMatrixLookAtLH/m-p/834986#M309</link>
    <description>Figured it out myself. Thanks anyway!&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt;Inverse of D3DXMatrixLookAtLH:&lt;/DIV&gt;&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt;zaxis = normal(At - Eye)&lt;/DIV&gt;&lt;DIV&gt;xaxis = normal(cross(Up, zaxis))&lt;/DIV&gt;&lt;DIV&gt;yaxis = cross(zaxis, xaxis)&lt;/DIV&gt;&lt;DIV&gt; &lt;/DIV&gt;&lt;DIV&gt;xaxis.x      xaxis.y      xaxis.z     0&lt;/DIV&gt;&lt;DIV&gt;yaxis.x      yaxis.y      yaxis.z     0&lt;/DIV&gt;&lt;DIV&gt;zaxis.x      zaxis.y      zaxis.z     0&lt;/DIV&gt;&lt;DIV&gt;eye.x,      eye.y,      eye.z,      1&lt;/DIV&gt;</description>
    <pubDate>Thu, 22 Apr 2010 17:17:12 GMT</pubDate>
    <dc:creator>stephen-smolley</dc:creator>
    <dc:date>2010-04-22T17:17:12Z</dc:date>
    <item>
      <title>Matrix Math Help - D3DXMatrixLookAtLH</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/Matrix-Math-Help-D3DXMatrixLookAtLH/m-p/834985#M308</link>
      <description>&lt;DIV id="_mcePaste"&gt;Hey there,&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;I needed some help, please. I need a matrix formula that returns the inverse of what D3DXMatrixLookAtLH normally would.&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;The inverse of this matrix can be used to transform objects to vEyePt and orient them along vLookAt and vUp if the inverse is used. However, using D3DXMatrixInverse is slow.&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;Here is the formula MSDN defines for D3DXMatrixLookAtLH.&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;zaxis = normal(At - Eye)&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;xaxis = normal(cross(Up, zaxis))&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;yaxis = cross(zaxis, xaxis)&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt; &lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;xaxis.x      yaxis.x      zaxis.x     0&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;xaxis.y      yaxis.y      zaxis.y     0&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;xaxis.z      yaxis.z      zaxis.z     0&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;-dot(xaxis, eye) -dot(yaxis, eye) -dot(zaxis, eye) 1&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;Thanks in advance!&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;-Steve&lt;/DIV&gt;</description>
      <pubDate>Thu, 22 Apr 2010 16:29:56 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/Matrix-Math-Help-D3DXMatrixLookAtLH/m-p/834985#M308</guid>
      <dc:creator>stephen-smolley</dc:creator>
      <dc:date>2010-04-22T16:29:56Z</dc:date>
    </item>
    <item>
      <title>Matrix Math Help - D3DXMatrixLookAtLH</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/Matrix-Math-Help-D3DXMatrixLookAtLH/m-p/834986#M309</link>
      <description>Figured it out myself. Thanks anyway!&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt;Inverse of D3DXMatrixLookAtLH:&lt;/DIV&gt;&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt;zaxis = normal(At - Eye)&lt;/DIV&gt;&lt;DIV&gt;xaxis = normal(cross(Up, zaxis))&lt;/DIV&gt;&lt;DIV&gt;yaxis = cross(zaxis, xaxis)&lt;/DIV&gt;&lt;DIV&gt; &lt;/DIV&gt;&lt;DIV&gt;xaxis.x      xaxis.y      xaxis.z     0&lt;/DIV&gt;&lt;DIV&gt;yaxis.x      yaxis.y      yaxis.z     0&lt;/DIV&gt;&lt;DIV&gt;zaxis.x      zaxis.y      zaxis.z     0&lt;/DIV&gt;&lt;DIV&gt;eye.x,      eye.y,      eye.z,      1&lt;/DIV&gt;</description>
      <pubDate>Thu, 22 Apr 2010 17:17:12 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/Matrix-Math-Help-D3DXMatrixLookAtLH/m-p/834986#M309</guid>
      <dc:creator>stephen-smolley</dc:creator>
      <dc:date>2010-04-22T17:17:12Z</dc:date>
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