Skip to Main Content
XNA 3.0 Game Programming Recipes: A Problem-Solution Approach
book

XNA 3.0 Game Programming Recipes: A Problem-Solution Approach

by Riemer Grootjans
May 2009
Intermediate to advanced content levelIntermediate to advanced
671 pages
18h 34m
English
Apress
Content preview from XNA 3.0 Game Programming Recipes: A Problem-Solution Approach
CHAPTER 2 ■ SETTING UP DIFFERENT CAMERA MODES IN YOUR 3D WORLD
30
2-1. Set Up the Camera: Position, Target, and
View Frustum
The Problem
Before you can render your 3D world to the screen, you need set up your camera. You do this
byspecifyingtheViewandProjectionmatrices.Beforerendering,bothmatricesareneededso
the graphics card can correctly transform your 3D world to your 2D screen.
The Solution
Setting up your camera in your 3D world comes down to specifying two matrices.
You can save the camera position and direction in a single matrix, which is called the View
matrix.TocreatetheViewmatrix,XNAneedstoknowthePosition,Target,andUpvectorsof ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

XNA 4.0 Game Development by Example: Beginner's Guide

XNA 4.0 Game Development by Example: Beginner's Guide

Kurt Jaegers
Learning LibGDX Game Development - Second Edition

Learning LibGDX Game Development - Second Edition

Suryakumar Balakrishnan Nair, Andreas Oehlke

Publisher Resources

ISBN: 9781430218555Purchase Link