... view transform

Published September 02, 2008
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The next step was to add a view transformation to the vertex stage. I decided to go with a right-handed view frame to avoid the extra reflection. I implemented a "LookAt" function to the renderer interface to generate the view matrix and used this to transform each vertex from world to view.

The following is the prototype for this function:

int SetLookAt(Vector3* apEye, Vector3* apLookAt, Vector3* apUp);

The following screenshot shows a diagonal view of the scene. I created a cube to get a better visual sense of the view transformation.

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