   Camera and eye point wrong.
  Hi,I have a camera class that defines the following vectors (the default position):D3DXVECTOR3 MyEyePoint(0.0f, 2.0f, -2.0f);D3DXVECTOR3 MyLookAtPoint(0.0f, 0.0f, 0.0f);D3DXVECTOR3 MyUpVector(0.0f, 1.0f, 0.0f);That is I'm looking at the origin, from about 2 units up.  The matrix is built as follows:D3DXVECTOR3 direction = MyLookAtPoint - MyEyePoint;D3DXVec3Normalize(&MyViewVector, &direction);D3DXVec3Cross(&MyCrossVector, &MyViewVector, &MyUpVector);D3DXMatrixLookAtLH(&MyWorldViewMatrix, &MyEyePoint, &MyLookAtPoint, &MyUpVector);In my shader, I pass in this worldview matrix and transform as follows:float4 view = mul(xyz, MyWorldViewMatrix);Now, in my software I have a flat ground plane that is centred on 0.0 and is around 1 unit by 1 unit in size.  What I see with the above camera position is the view from under it.  I expect to be looking down at it from above.  If I reverse MyUpVector to be -1.0, the view looks correct.  If I change the Y eye point to -2.0, the view appears to be correct.Can anyone tell me how it is that I'm underneath the object with the default parameters given above?Thanks.   
  For the camera matrix, I think you need the inverse of the view matrix.Try inverting it after creating the lookat, see what that does.   ;  Can't see anything when I do that, ie:D3DXMatrixInverse(&MyWorldViewMatrix, 0, &temp);   ;  Ok, time for some self-deprecating humour, or rather some self-flagellation :/.  The view is actually correct, because my object is drawn in the XY plane. My bad!   