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| Set Up a View Matrix | Language: | 
This example demonstrates how to initialize the view transformation matrix, which transforms world coordinates into camera or view space.
In the following C# code example, the vector components of the Vector3 structure form the arguments for the LookAtLH method, which builds a left-handed (LH) look-at matrix. The View transformation matrix is set to be equal to this look-at matrix.
The three input vectors represent the following, respectively:
          [C#]
          
using Microsoft.DirectX.Direct3D;
Device device = null;  // Create rendering device.
// Set up the view matrix. A view matrix can be defined given an eye point,
//   a point to view, and a direction for which way is up. Here, you set 
//   the eye five units back along the z-axis and up three units, view the
//   origin, and define "up" to be in the y-direction.
device.Transform.View = Microsoft.DirectX.Matrix.LookAtLH(
                            new Vector3(0.0f, 3.0f, -5.0f),
                            new Vector3(0.0f, 0.0f, 0.0f),
                            new Vector3(0.0f, 1.0f, 0.0f));
      
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