Thursday, April 14, 2011


This tutorial will demonstrate the use of camera

To create a camera, we need three vectors: up, right and look-at. Generally up vector is always set to (0.0f, 1.0f, 0.0f) and right and look-at vectors are set as follows (1.0f, 0.0f, 0.0f) and (0.0f, 1.0f, 0.0f). We will use these three vectors to create a view transformation matrix.

Before doing so we need to create a perspective projection matrix. We can create a left-handed perspective projection matrix using XMMatrixPerspectiveFovLH as follows:

float fAspectRatio = window_width / window_height; // Set window_width and window_height
XMMATRIX oProjectionMatrix = XMMatrixPerspectiveFovLH (XM_PI * 0.5f, // FOV

fAspectRatio, // Aspect ratio
0.01f, // Distance to near clipping plane
10000.0f); // Distance to far clipping plane

Now, it's time to create a left-handed view transformation matrix

XMMATRIX oViewMatrix = XMMatrixLookAtLH(XMVECTOR(0.0f, 0.0f, 0.0f, 0.0f), XMVECTOR(0.0f, 1.0f, 0.0f, 0.0f), XMVECTOR(0.0f, 1.0f, 0.0f, 0.0f));

Bind the above view transformation matrix to look at the objects in your game

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