This convention below is applicable to Direct3D and XNA matrices
World Matrix
Given a position and basis vectors right, up and look of an object, a world matrix can be formed by the following arrangement:
View Matrix
Given a position and basis vectors right, up and look of a viewer, a view matrix can be formed by the following arrangement:
Projection Matrix
Given field of view FOV, aspect ratio, near clip plane Zn and far clip plane Zf, a perspective projection matrix can be formed by the following arrangment:
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