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Direct3D and the view matrix

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Does anyone know of a good way to define a camera in Direct3D? Witchlord''s world tutorial shows a good way to do forward/backward, side-to-side movement, but what about the rotations and such? I need to be able to have a camera that can be in virtually any position and at any rotation with the world x/y/z coordinates of the camera accessible. Thanks in advance, Shaw Mishrak

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