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09/02/03 11:04:16
// ƒJƒƒ‰‚̉ŠúŽp¨iŽ‹“_i0,0,-10)A’Ž‹“_(0,0,0)‚Ìê‡j(•ÏX‚µ‚È‚¢‚ŕێ‚·‚é)
const D3DXVECTOR4 vecEyePt(0,0,-10,1) ;
const D3DXVECTOR4 vecLookatPt(0,0,0,1) ;
const D3DXVECTOR4 vecUpVec(0,1,0,0) ;//‚±‚±‚¾‚¯w¬•ª‚ª0‚Å‚ ‚邱‚ƂɒˆÓi‰ñ“]‚̂ݔ½‰fj

// ‰ŠúŽp¨‚©‚ç‚ǂꂭ‚ç‚¢ˆÚ“®‚µ‚½‚¢‚©‚Ìs—ñ
// ‰ñ“]‚¾‚¯‚łȂ­Šg‘åk¬ˆÚ“®‚È‚Ç‚à‡¬‚Å‚«‚é
D3DXMatrixRotationY(&mat, g_CameraAngle.y);

D3DXVECTOR4 Eye, Look, Up
D3DXVec4Transform ( &Eye, &vecEyePt, &mat ) ;
D3DXVec4Transform ( &Look,&vecLookatPt, &mat ) ;
D3DXVec4Transform ( &Up, &vecUpVec, &mat ) ;

D3DXMatrixLookAtLH(&matView, (D3DXVECTOR3*)&Eye, (D3DXVECTOR3*)&Look, (D3DXVECTOR3*)&Up);


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