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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
81
This struct defines a custom vertex format, capable of storing only one Vector3 that will
holdthePositiondata.Whendefiningtheverticesoftheskybox,itisnecessarytotakethe
winding order of the triangles into account, or some faces will be culled away. To learn more
about culling, see recipe 5-6. When the camera is inside the skybox, none of the faces should
be culled away, so all triangles must be wound in clockwise order, as seen by the camera inside
thebox.Tomakethingseasier,Ihavegiventheeightcornerpointsofthecubeaname,rela-
tive to the camera in the center of the cube:
Vector3 forwardBottomLeft = new Vector3(-1, -1, -1);
Vector3 forwardBottomRight ...
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Publisher Resources

ISBN: 9781430218555Purchase Link