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Camera Orientation

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Actually i have 2 questions. One, When i set up the camera, i set the look, up, eye point vectors, then use Microsofts CD3DCamera class and call SetViewParams(), like so.
	// init the camera

	D3DXVECTOR3 vLookAt, vEyePt, vUpVec;
	vLookAt = D3DXVECTOR3( 10.0, 0.09f, 0.0 );
	vEyePt	= D3DXVECTOR3( 0.0, 0.09f, 0.0 );
	vUpVec	= D3DXVECTOR3( 0.0, 1.0, 0.0 );
	g_Camera.SetViewParams( vEyePt, vLookAt, vUpVec );
	g_Camera.SetProjParams( 45.0f, SCREENWIDTH / SCREENHEIGHT, 0.1f, 500.0f );
But when my game starts, the camera seems to always be oriented the same way every time. Here is the code for SetViewParams
VOID CD3DCamera::SetViewParams( D3DXVECTOR3 &vEyePt, D3DXVECTOR3& vLookatPt,
                                D3DXVECTOR3& vUpVec )
    // Set attributes for the view matrix

    m_vEyePt    = vEyePt;
    m_vLookatPt = vLookatPt;
    m_vUpVec    = vUpVec;
    D3DXVECTOR3 vDir = m_vLookatPt - m_vEyePt;
    D3DXVec3Normalize( &m_vView, &vDir );
    D3DXVec3Cross( &m_vCross, &m_vView, &m_vUpVec );

    D3DXMatrixLookAtLH( &m_matView, &m_vEyePt, &m_vLookatPt, &m_vUpVec );
    D3DXMatrixInverse( &m_matBillboard, NULL, &m_matView );
    m_matBillboard._41 = 0.0f;
    m_matBillboard._42 = 0.0f;
    m_matBillboard._43 = 0.0f;
I have tried not using the SetViewParams function, but the same thing keeps happening. The camera seems to look down the Negative Z axis when the game starts, but then i can move the camera about freely. I can change the Z position of the camera, with the eyePt Vector, no matter what i change, the look vector is always the same. Two, when the camera moves, i have a viewMat and positionMat and i need to extract the eye Point of the camera so i can move/orient a weapon for a first person view. In the position mat is the xyz coords of the eyept positionMat._14 ._24 and ._34? Thanks in advance!

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