D3DXMatrixLookAtLH
(
&view,
&D3DXVECTOR3(X, Y, Z), // the camera position
&D3DXVECTOR3(0, 0, 0), // the look-at position
&D3DXVECTOR3(0.0f, 1.0f, 0.0f) // the up direction
);
D3DXMatrixRotationYawPitchRoll(&rotation,D3DXToRadian(Yaw),D3DXToRadian(Pitch),D3DXToRadian(Roll));
D3DXMatrixTranslation(&position,X,Y,Z);
view = rotation * position;
d3dDevice->SetTransform(D3DTS_VIEW, &view);
