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Abstract

In the last few chapters you have seen me refer to a Camera class. In this chapter, we will take an in-depth look at the Camera class and the important part it plays in the game engine. Three matrices are used to convert three-dimensional object definitions into the two-dimensional data needed to render images to the computer screen. The first is the world matrix that we have been using in the Object3D and derivative classes. That matrix translates positions in object-relative coordinates to world coordinates.

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© 2003 Lynn T. Harrison

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Harrison, L.T. (2003). Camera: The Player’s View of the World. In: Introduction to 3D Game Engine Design Using DirectX 9 and C#. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4302-0821-1_6

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  • DOI: https://doi.org/10.1007/978-1-4302-0821-1_6

  • Publisher Name: Apress, Berkeley, CA

  • Print ISBN: 978-1-59059-081-2

  • Online ISBN: 978-1-4302-0821-1

  • eBook Packages: Springer Book Archive

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