My last topic died, but since my last question was a bit off-topic I'll just go ahead and make a new one.

How would I go about setting the initial view direction? (Setting it in the code)

Given that I can't mess with the formula, I really have no idea.

Here's the code:

D3DXMATRIX matView; // the view transform matrix static float MouseSpeed = 0.0075f; if (keystate[DIK_F1]) { MouseSpeed += 0.0001f; } else if (keystate[DIK_F2]) { if (MouseSpeed > 0.0001f) { MouseSpeed -= 0.0001f; } } static float AngleX = 0.0f; AngleX += mousestate.lX * MouseSpeed; static float AngleY = 0.0f; AngleY += mousestate.lY * MouseSpeed; static float LookX = 0.0f; static float LookY = 0.0f; static float LookZ = 0.0f; static float MoveX = 0.0f; static float MoveY = 0.0f; static float MoveZ = 0.0f; if(keystate[DIK_A] & 0x80) { MoveX -= 0.3f; } if(keystate[DIK_D] & 0x80) { MoveX += 0.3f; } if(keystate[DIK_S] & 0x80) { MoveY -= 0.3f; } if(keystate[DIK_W] & 0x80) { MoveY += 0.3f; } LookX = cos(AngleX) * sin(AngleY); LookY = sin(AngleY); LookZ = sin(AngleX) * sin(AngleY); D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3 (MoveX, MoveY, MoveZ), // the camera position &D3DXVECTOR3 (LookX + MoveX, LookY + MoveY, LookZ + MoveZ), // the look-at position + to go along with movement &D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView D3DXMATRIX matProjection; // the projection transform matrix D3DXMatrixPerspectiveFovLH(&matProjection, D3DXToRadian(45), // the horizontal field of view (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio 1.0f, // the near view-plane 1000.0f); // the far view-plane d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection