I am a bit wondering on what you are trying to do.
Definitely a valid question! My end goal is to be able to do demos using pixel shaders. And all the reading up I've done have pointed in the direction that I need to get rid of my current code that rotates/scales/transforms manually, and then draws, and replace that with code that sends all these tasks to the hardware.
In fact, you will just have the cube rotated of 0.9 on 1 axis (because I think you are killing the matrices where you have done the rotation on the other axis).
Moreover, the cube will not move at all, because you are not using some kind of counter ... that would make the rotation angle to change.
Agreed. This code wouldn't animate at all. My *real* problem, however, is that all this code for transforming/rotating does NOTHING. If I comment it out, I get the exact same result.
So, here are my thoughts:
- Put a counter to change rotation angle
- Debug the code to show the values in the matrices ... when you are passing it to the pipeline.
Yeah, the matrices look fine, they're changed as the code progresses. If I were to pinpoint a single point of failure, it's as if my SetTransform() call does NOTHING to the DrawPrimitive() call. Or maybe it's affecting a different StreamSource? The code is drawing exactly what I'm putting in the vertex buffer, but none of the transformations are being done.
Oh, and I've tried animating the values for the rotation matrix, made no difference whatsoever; my polygon object just sits there, as if to taunt me
