   creating a view matrix from yaw, pitch, and roll
  I''m having trouble creating a view matrix from yaw, pitch, and roll. here is what I''m using now, *Out = MatRotateRoll(NULL, Angles.Roll) *MatRotatePitch(NULL, Angles.Pitch) * MatRotateYaw(NULL, Angles.Yaw);MatTranspose(*Out);Out->_41 = -VecDot(Pos, XVector(Out->_11, Out->_21, Out->_31));Out->_42 = -VecDot(Pos, XVector(Out->_12, Out->_22, Out->_32));Out->_43 = -VecDot(Pos, XVector(Out->_13, Out->_23, Out->_33));return *Out;  this seems to work, but when I started drawing the frustrum (for projecting textures from an object visually), I finally saw that the rotation of the view and the rotation of the drawn frustrum were drastically different, and apparently rotating on the different components (the roll of the frustrum appeared to come from the pitch of the camera, the yaw from the roll, and the pitch from the yaw).I''m 99% positive the rotation of the objects are correct, which means the camera is wrong, any ideas? 
  are you sure you are updating Angles.yaw, .pitch, and .roll properly? If it appears that the frustrum is rotating, but not on the right components, maybe you aren''t?   Do you use your powers for good or for awesome?My newly updated site | The Cutter Project | Association of Computing Machinery;  the values I''m passing to it ''make sense'', like when yaw is 45 degrees, its looking 45 degrees to the right, or when pitch is 45, it looks up 45 degrees. its just that when I use those same angles to make a world matrix and draw the frustrum, it isn''t in the same place ;  Are you sure your getting all the conversions between degrees and radians (or visa versa) right? That''s what usually catches me out. When I think I got everything working sweetly, one little thing is forgotten to be converted and glitches happen. ;  yes I''m sure. I''m pretty sure my problems come from trying to convert the D3D coordinate system to 3D studios, since its an editor and my artist wants it that way.  