Something likeTry this below:
XMMATRIX is transpose of the transform matrix, so you read it as column,row
XMMATRIX view_matrixviewMatrix = XMMatrixRotationQuaternion(v_quaterion); XMFLOAT4X4 f_view; XMStoreFloat4x4(&f_view, view_matrix viewMatrix); f_view._41 = m_positionmPosition.x;x * f_view._11 + mPosition.y * f_view._21 + mPosition.x * f_view._31; f_view._42 = m_positionmPosition.y;x * f_view._12 + mPosition.y * f_view._22 + mPosition.x * f_view._32; f_view._43 = m_positionmPosition.z;x * f_view._13 + mPosition.y * f_view._23 + mPosition.x * f_view._33; view_matrixviewMatrix = XMLoadFloat4x4(&f_view); Although, you mayYou need to multiply the translation vector by the rotation first