You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The function name indicates the order of rotation which is roll, then pitch, then yaw. The parameter order itself is x-axis, y-axis, z-axis which makes a bit more sense with XMMatrixRotationRollPitchYawFromVector.
This is also true of the XMQuaternionRotationRollPitchYaw function, as well as XMQuaternionRotationRollPitchYawFromVector.
The original D3DXMath function D3DXMatrixRotationYawPitchRoll used parameter order of 'yaw', 'pitch', 'roll' but the actual order of the rotations was roll, then pitch, then yaw based on the convention of matrix notation. So, I'd argue the DirectXMath naming convention is probably a bit more consistent.
The function is named
XMMatrixRotationRollPitchYaw
, but its arguments are in a different order, which is a little tricky:Don't know if there's an easy backwards-compatible fix to this problem, but I figure it should be documented as an issue anyways.
The text was updated successfully, but these errors were encountered: