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| Set Up a Projection Matrix | Language: | 
This example demonstrates how to set up the projection transformation matrix, which transforms 3-D camera or view space coordinates into 2-D screen coordinates.
See the following C# code example, the Projection transformation matrix is set to be equal to the left-handed (LH) PerspectiveFovLH matrix. Input arguments to PerspectiveFovLH are as follows.
          [C#]
          
using Microsoft.DirectX;
Direct3D.Device device = null;  // Create rendering device.
// For the projection matrix, you set up a perspective transform (which
//   transforms geometry from 3-D view space to 2-D viewport space, with
//   a perspective divide making objects smaller in the distance). To build
//   a perspective transform, you need the field of view (1/4 pi is common),
//   the aspect ratio, and the near and far clipping planes (which define 
//   the distances at which geometry should no longer be rendered).
device.Transform.Projection = Matrix.PerspectiveFovLH(
                              (float)Math.PI / 4, 1.0f, 1.0f, 100.0f );
      
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