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.
See the following C# code example, the Projection transformation matrix is set to be equal to the left-handed (LH) PerspectiveFovLH matrix. Input arguments to PerspectiveFovLH are as follows.
- 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 );