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D3DXMatrixOrthoLH and D3DXMatrixPerspectiveFovLH

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I was wonder, is there a different between the Minimum/Maximum z-value of the view volume passed in the D3DXMatrixOrthoLH and the Near/Far clipping planes when setting the D3DXMatrixPerspectiveFovLH? The default values for D3DXMatrixPerspectiveFovLH is 1.0f and 100.0f respectively. Thus, every object with z-value of 1.0f will not be seen right? In D3DXMatrixOrthoLH, most examples that I see uses 0.0f and 1.0f. If I want to do a 2D game, what's the key here? And one more thing, for 2D, I usually set the camera position at 0.0f and its "look-at" at 1.0f. Does it matter here? [edited by - vbisme on October 1, 2002 11:40:45 AM]

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