Original Post
So I've been working with DirectX and following the included tutorials. The third tut introduces matrices. The code (without a spinning matWorld) is:
VOID SetupMatrices(float whereis)
{
D3DXVECTOR3 vEyePt(whereis, 3.0f, -5.0f);
D3DXVECTOR3 vLookAt(whereis, 0.0f, 0.0f);
D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookAt, &vUpVec);
g_pDevice->SetTransform(D3DTS_VIEW, &matView);
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f);
g_pDevice->SetTransform(D3DTS_PROJECTION, &matProj);
} I guess I understand the EyePt, the LookAt, and the UpVec though a lot of the rest if confusing. Can anyone explain matrices in game programming a bit more or know a good resource about them? (I'll also be looking around in the DX MSDN site to understand what the functions do)