directx 2 mesh rotating but 1. model will turn y , 2. model turn z axis.(i am trying to make turn different way)
static float index = 0.0f; index+=0.003f;
D3DXMATRIX matRotate; //rotate matrix
D3DXMatrixRotationYawPitchRoll(&matRotate, index, 0, 0); // set up matrix
directx->SetTransform(D3DTS_WORLD, &matRotate);
but this rotate 2 off them same way
Meshes are affected by the world matrix (+view +projection). If you want to transform meshes independently, you will have to apply the according world matrix and draw the mesh. So: