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Camera Transformation

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Given a camera position and a yaw, pithc n roll angle, How do we compute the view transformation (view matrix) in Direct3D?? Edited by - yanuart on February 21, 2002 10:04:26 AM

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Make a rotation matrix from yaw, pitch, roll

vLookat is vector (0,0,1) transformed by this matrix
vUp is vector ( 0,1,0) transformed by this matrix
vEye is camera position

then :

m_Camera.SetViewParams ( vEye , vLookat , vUp );
m_pd3dDevice->SetTransform( D3DTS_VIEW, & m_Camera.GetViewMatrix( ) );

Laurent - http://www.lafaqmfc.com/
My little game: http://www.lafaqmfc.com/starshooter.htm

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