   The Camera
  Hiya guys,Hopefully this is gonna be the last thread from me for at-least a week or longer :| OK, when you set your camera it is never actually in the place that most people would like it to be(eg +x could be +y, -y could be +z, etc) so the question is - How do you set the camera so that it is perfect(eg +x means +x, +y means +y, etc)?Thanks.[EDIT] No, seriously. Stop with the dashes. -- Promit[Edited by - Promit on June 6, 2008 10:40:49 AM]
  No idea what you are talking about.  what do you mean by +x could be -x and such?  Are you talking about how, to you, it's counter-intuitive that in OpenGL, Y is the 'up' axis instead of Z?  Or do you mean that in games, you are frustrated by where 3rd person cameras are placed?-me   ;  Actual your up vector should always be 0.0, 1.0, 0.0 unless you want it to be different. If you set the up vector to point in the positive Y direction all other directions should be in order. If it is not you might be handling your input wrong and you should look at that.   ;  What I mean is that when I specify 1.0f(+x) for a primitive in my custom vertex then instead of actually being at 1.0f it is 1.0f(+y) instead(its not exactly +y, that was an example, I only said that it is +y because I don't know the exact axis).Here is my view and projection(if needed) --->D3DXMatrixLookAtLH(&View, &D3DXVECTOR3(0.0f, 0.0f, 10.0f), &D3DXVECTOR3(0.0f, 0.0f, 0.0f), &D3DXVECTOR3(0.0f, 1.0f, 0.0f));D3DXMatrixPerspectiveFovLH(&Projection, D3DXToRadian(45), (FLOAT)ScreenW / (FLOAT)ScreenH, 1.0f, 100.0f);;  with that view and projection you are looking from the +Z axis to -Z axis try doing it from -z (0,0,-10) to avoid problems draw it first in paper and then go to code :)   