# An isometric-style view matrix?

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I'm wanting to give a less top-down view to my RTS game, and I can't quite figure out the correct transform to use. If I want to just tilt the camera up or right a bit that's easy but I actually want an isometric effect. I think I want some non-symmetric matrix but I can't generate those from thinking of the vectors like with a normal matrix. So any advice? I suppose I probably want the camera to look stright down at the bottom-left of the screen, and more up/across elsewhere. I'd like to specify the angle of view the camera has so I can easily set how much of the level is actually in view - do I need a fancy projection matrix too? I'm doing this in D3D so it would be more helpful to use the LH convention (I think I mean LH anyway, whichever the default is in D3D!)

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Have you tried an orthogonal projection?

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I don't want ortogonal - I want a proper 3D camera where the angle you see things at depends where on the screen they are.
But I want something similar, so the camera is hovering over the bott-left of the screen instead of the centre.

I think it's called an off-centre matrix but my SDK docs don't give an example.

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Well, that's just how you define the frustum. With OpenGL you would use the glFrustum command. Rather than left=-right and top=-bottom you place (0,0) somewhere other than the center of the screen. As an example if you made (0,0) the bottom-left and left top and right the same then it would actually be the upper-right quadrant of the original screen.

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Perhaps this is what you are looking for: D3DXMatrixPerspectiveOffCenterLH

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