   direct3d camera lookat matrix
  Hi, in direct3d9 these vectors are for setting view matrix   //camera position   eye_vector=D3DXVECTOR3( 0.0f, 0.0f, -10.0f);//looking at target position   lookat_vector=D3DXVECTOR3( 0.0f, 0.0f, 0.0f);// up axis for camera   up_vector=D3DXVECTOR3(0.0f,1.0f,0.0f);    // matrix build up   D3DXMatrixLookAtLH(&view_matrix,&eye_vector,&lookat_vector,&up_vector);   d3d_device->SetTransform(D3DTS_VIEW,&view_matrix);how to set up a camera view without locking it to a looking at target and without an up axis?ThanksKev 
  The view matrix tells D3D how to transform from world space to camera space. This is equivalent to the inverse of the world space transform matrix of your camera.Try maintaining a world space transformation for your camera, which you can translate and rotate in whatever way suits your game. When you need a view matrix, use:D3DXMATRIX viewTransform;D3DXMatrixInverse( &viewMatrix, 0, &cameraWorldTransform );;  Ok, but how i build up the viewmatrix to transform from world to camera space without lookat target and without upaxis? D3DXMATRIX view_matrix;D3DXMatrixInverse( &viewMatrix, 0, &cameraWorldTransform ); //??// which matrix have i to pass to SetTransform?d3d_device->SetTransform(D3DTS_VIEW,&view_matrix);I dont understand Could you explain more?Thanks ;  Yes, that''s right... the view transform that you give to D3D is the inverse of the world transform of the camera.