   Am i Right
  In Direct3D if you have something in World Space and you Inverse it, it should convert the matrix to Object Space right. So the problem is that why is it that if i take the Inverse of the World Matrix it is also the ViewMatrix. That is Confusing me because the Way that the Transformation are applied are like soLOCAL*WOLRD*VIEW*PROJECTION.So the way i am thinking is that if you have something in View Space and take the Inverse of it it should give it to you in WORLD Space and if i take the Inverse of the World Space i should get it in Local Space. So am i right   
Quote:Original post by BornToCodeIn Direct3D if you have something in World Space and you Inverse it, it should convert the matrix to Object Space right.What? you can't invert a "something". What do you mean by this?   ;  World == MatrixWhichConvertsFromObjectSpaceToWorldSpaceView == MatrixWhichConvertsFromWorldSpaceToCameraSpaceProjection == MatrixWhichConvertsFromCameraSpaceToClipSpaceInverting a matrix reverses the sense of what it does, so:World-1 == MatrixWhichConvertsFromWorldSpaceToObjectSpaceView-1 == MatrixWhichConvertsFromCameraSpaceToWorldSpaceProjection-1 == MatrixWhichConvertsFromClipSpaceToCameraSpaceAnd finally, if:WorldViewProj = World * View * ProjWorldViewProj == MatrixWhichConvertsFromObjectSpaceToClipSpacethen:WorldViewProj-1 == MatrixWhichConvertsFromClipSpaceToObjectSpaceNB: clip space is the space before the homogenous division by the W component.   ;EDIT: Simon beat me to it!You can think of the transformation more of a progression:Model Space -> World Space -> Camera Space -> Projection Space -> Screen SpaceTaking the inverse will go "backwards" in that progression provided you maintain the correct order.World * View * InvWorld is wrongWorld * View * InvView * InvWorld would be correct.If you don't fully understand this, then I suggest picking up a basic geometry and linear algebra textbook.If you do understand this, and you're still getting strange results you're best off double-checking your implementation to make sure you're coding what you think you're coding [wink]hthJack   ;  Thanks S1CA since it seems like you are the only one that understood what i meant. Now it is clear Now.   