Set Up a Projection Matrix
This example demonstrates how to set up the projection transformation matrix, which transforms 3-D camera or view space coordinates into 2-D screen coordinates.
- Field of view in radians: pi/4.
- Aspect ratio, or view-space height divided by width: 1, for a square window.
- Near clipping plane distance: 1 unit.
- Far clipping plane distance: 100 units.
[C#] using Microsoft.DirectX; Direct3D.Device device = null; // Create rendering device. // For the projection matrix, you set up a perspective transform (which // transforms geometry from 3-D view space to 2-D viewport space, with // a perspective divide making objects smaller in the distance). To build // a perspective transform, you need the field of view (1/4 pi is common), // the aspect ratio, and the near and far clipping planes (which define // the distances at which geometry should no longer be rendered). device.Transform.Projection = Matrix.PerspectiveFovLH( (float)Math.PI / 4, 1.0f, 1.0f, 100.0f );