... view transform
Published September 02, 2008
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.