   Matrix Transformation Confusion, now without confusion
Nevermind,  I ...just had the order of multiplication wrong. Sorry for the fuss. Rotates correctly nowHeya.Got a little problem understanding what to do exactly with a group of meshes which rely on each other when it comes to transformation.Background:I'm trying to convert a formerly purely overlay bitmap font into a 3d version.(Nothing facny. Still flat,  non billboarded, simply free to spawn anywhere with an arbitrary orientation for the final,whole word)I am a noob when it comes to vertexshaders, so my reasoning of thought behind the following might be faulty, but in order to not having to re-fill a vertexbuffer each time I want to render a text, I have a big buffer with all characters saved, and I rebuild an indexbuffer pointing to the quad for each letter when text has to be rendered.The thing that throws me off now, is that I made each letter-quad non symmetrical.As in it's not like o--|--o with | being 0.0f but  |o----o instead.(and the um, origin of each quad is more or less the same, making  every letter overlap each other, should I render the whole buffer in one call)I did this because I assumed that it would make placement easier, as well as making it easier to add the x-offset/stride between each letter.But it ultimately confuses me (but I suspect that it's just a mind trick) in regards to rotating words.It's no problem to place the text somewhere and it renders correctly.Rendering one letter, addind an x transform, rendering the next, repeat.Making the text 'exist' in 3d space, but also keeping it still 2D, since there is no z translation going on for each letter, which, I figure would be necessary though, in order to achieve proper whole-word rotation.As it stands now, the letters only rotate around their own pivot and stay lined up as before.What would be the correct way of multiplying child matrices?Lets take the word "Test" for example.T is the parent of e, e the parent of s, s the parent of t.Should T rotate around it's Y axis, then logically, the rest would have to translate on the z and possibly x axis to stay aligned.How do I do that? The correct order will probably do, but I won't turn down any examples, of course.(and bonus question, is it possible to write a vertex shader that could do this, so I wouldn't have to do multiple draw primitive calls, this question is low priority though, since that should probably go into the directx section...along with this thread, maybe, but I'm not sure, but yeah, a yes or no would be fine for that one.)Well, cheers :)[Edited by - Erius on May 24, 2010 10:18:42 AM]