Original Post
I can't get my camera to work!! I have a triangle render on screen. I just can't initialize my camera to move anywhere else. This is my code... int D3D9::D3DInit(HWND hWnd) { RECT rect; GetClientRect(hWnd, ▭); if( NULL == ( m_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) { return E_FAIL; } if((m_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&m_d3ddm))!= D3D_OK) {return 0;} ZeroMemory(&m_d3dpp,sizeof(D3DPRESENT_PARAMETERS)); m_d3dpp.Windowed = true; m_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; m_d3dpp.BackBufferFormat = m_d3ddm.Format; m_d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; m_d3dpp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; m_d3dpp.BackBufferCount = 1; m_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; m_d3dpp.hDeviceWindow = hWnd; //Let Direct3d manage the depth buffer //m_d3dpp.EnableAutoDepthStencil = true; //Set the depth buffer to 16 bits //m_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; if( FAILED( m_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &m_d3dpp, &m_pd3dDevice ) ) ) { return E_FAIL; } //Create Vertex Buffer if( FAILED( m_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX), 0 /*Usage*/, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &m_pVB, NULL ) ) ) { return E_FAIL; } //Set ViewPort ZeroMemory(&m_vp, sizeof(D3DVIEWPORT9)); m_vp.X = rect.left; m_vp.Y = rect.top; m_vp.Width = rect.right; m_vp.Height = rect.bottom; m_vp.MinZ = 0.0f; m_vp.MaxZ = 1.0f; m_pd3dDevice->SetViewport(&m_vp); //Set Projection Matrix D3DXMATRIX matProj; ZeroMemory(&matProj, sizeof(D3DXMATRIX)); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f ); m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); //Set View Matrix D3DXVECTOR3 vEyePt ( 0.0f, 3.0f,-5.0f ); D3DXVECTOR3 vLookatPt( 100.0f, 0.0f, 0.0f ); D3DXVECTOR3 vUpVec ( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &m_matView, &vEyePt, &vLookatPt, &vUpVec ); m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_matView ); return 1; }