   Can D3DXMatrixLookAtLH only be used for the camera?
  I'm wondering if it's possible to create a world matrix using D3DXMatrixLookAtLH. I have a spaceship and its Z and Y axes stored as vectors, and so i thought if vAt is the Z axis, vEye is (0,0,0) and vUp is the Y axis, it should work. But it doesn't. So is it faulty coding by me or does the view matrix work differently in this case from the world matrix?   
  You can set the row or column (can't remember whether row or column major) for the forward direction to look-at pt minus eye pt, up to your up vector, and right to the cross product of forward and up (or up and forward).These vector might need to be normalized, but I'm not sure.Hope this helps - I just can't remember which way around some things are in...;  Look at assumes it's for a camera, thus a view matrix, and thus is the inverse the information inside.  If you say the camera is at 0,0,100, it translates to 0,0,-100... ie: Your camera never really moves, but all the geometry in the world is moved toward the camera.  Same thing with rotation.  If you say rotate left, it rotates right.If you want to use it for a non-camera just do an inverse on the result.   ;  Thanks, it works perfectly now...namethatnobodyelsetook.userrating = namethatnobodyelsetook.userrating + 5(i.e. gets a good rating from me)I just can't believe I spent about 6 hours trying all this stuff like quaternions when i'd already got really close to solving my problem of how to rotate my spaceship properly...[Edited by - Crazy Jonny on November 7, 2004 5:40:35 PM]