Original Post
I was wondering if i am correct. The camera is considered to be the inverse of the world matrix. So which means that in that case i can set my transformation as if i am doing a wolrd transformation and just inverse that when i am done, and i should get the same result as the world but this time with the camera right. Also another question i have is that in DirectX, since we are dealing with left hand coordinate, and it is row dependent when it comes to the way that the matrix is layed out. Now let's say i wanted to extract the x axis would it be the element _11 _12 _13 _14 or the column _11 _21 _31 _41.