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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