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Orthogonal view exactly like winows..how?!

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Hi, I''m coding a litle GUI, and use for this the Orthogonal view. But the Orthogonal origin lays in the left bottom edge of my window, but i would have origin in the top left edge. Please can someone tell me how to setup the matrix for these translation?! Thanks alot... Mfg Impz0r

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Orthogonal View? Orthogonal view doesn''t mean anything... related to a specific location in space.

But to translate the camera to given position''s do this.

/// provided the camera is initially set to
/// View (0,0,0)
/// Pos(1,0,-5) //5 units behind z-axis
/// Top (0,1,0)


Device->GetTransform(D3DTS_VIEW, &mMatView);

/// See reference for exact definitions
//top view mMatView._4 (1-3) has the positions of the camera
mMatView._42 = -5.0f; // make camera be 5 above x axis (5.0f on the y axis)
mMatView._43 = mMatView - 5.0f; //provided camera was initially 5 behind positive x-axis

// once you edit them make sure to Device->SetTransform(...,mMatView);

This is a simple way to do it but, in a complex environment it might become bad to keep track of all the translations. I suggest doing similar things to the world matrix.

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