Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Ed Federmeyer" Newsgroups: scea.yaroze.programming.3d_graphics,scee.yaroze.programming.3d_graphics Subject: Camera math Date: Wed, 3 Feb 1999 10:42:33 -0600 Organization: SCEA News Server Lines: 16 Message-ID: <799tkt$lbf5@scea> NNTP-Posting-Host: charlie.cns.iit.edu X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: chuka.playstation.co.uk scea.yaroze.programming.3d_graphics:339 scee.yaroze.programming.3d_graphics:1180 I have read a lot of books and online documentation describing all the 3D matrix math to transform object-space coordinates to world-space coordinates to screen-space coordinates, but they ALL ASSUME that the camera is at the origin facing down the "Z" axis. Can anyone point me to some documentation that describes what needs to be done to have the camera at an arbitrary location facing in an arbirtrary direction? Luckily our Net Yaroze libs take care of this with the SetRView() function, where you specify the viewpoint and refpoint, but I'd really like to understand what goes on behind the scenes. EdF