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- VOID SetupMatrices()
- {
- // Set up world matrix
- D3DXMATRIXA16 matWorld;
- D3DXMatrixIdentity( &matWorld );
- D3DXMatrixRotationX( &matWorld, timeGetTime() / 500.0f );
- g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- // Set up our view matrix. A view matrix can be defined given an eye point,
- // a point to lookat, and a direction for which way is up. Here, we set the
- // eye five units back along the z-axis and up three units, look at the
- // origin, and define "up" to be in the y-direction.
- D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
- D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
- D3DXMATRIXA16 matView;
- D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
- g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- // For the projection matrix, we set up a perspective transform (which
- // transforms geometry from 3D view space to 2D viewport space, with
- // a perspective divide making objects smaller in the distance). To build
- // a perpsective transform, we need the field of view (1/4 pi is common),
- // the aspect ratio, and the near and far clipping planes (which define at
- // what distances geometry should be no longer be rendered).
- D3DXMATRIXA16 matProj;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f );
- g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
- }
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