Original Post
G'day, I'm trying to write a Camera class for my DX engine that i'm building to teach myself DX programming. I can get it to move along the 3 axis fine, but rotation has got me stumped. I'm using the D3DXMatrixLookAtLH function to create my view matrix and it needs two D3DXMatrix's, one for it's position (easy) and one for the location it's looking at (hard). If I want to create a flying FPS style camera, so when you move the mouse around it rotates the camera. I thought about working out how far the mouse moved and feeding that into D3DXMatrixRotationYawPitchRoll, but that seem's to be only for mesh's when your doing the world transform. So then I thought about trying to calculate where I would be looking at if I rotated along the X/Y axis by a certain amount and couldn't really work out how'd I'ld do such a thing. I've had a flick through the matrix math functions, and none of them seem promising, so I'm stuck :P So, any idea's tips greatly appricated


