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4/8/2010

This function builds a left-handed, look-at matrix in fixed point format.

Syntax

D3DMXMATRIXFXD* WINAPI D3DMXMatrixLookAtLHFxd(
  D3DMXMATRIXFXD*	
pOut,
  CONST D3DMXVECTOR3FXD* 
pEye,
  CONST D3DMXVECTOR3FXD* 
pAt,
  CONST D3DMXVECTOR3FXD* 
pUp
);

Parameters

pOut

[in, out] Pointer to the D3DMXMATRIXFXDstructure that is the result of the operation.

pEye

[in] Pointer to the D3DMXVECTOR3FXDstructure that defines the eye point. This value is used in translation.

pAt

[in] Pointer to the D3DXVECTOR3FXDstructure that defines the camera look-at target.

pUp

[in] Pointer to the D3DXVECTOR3FXDstructure that defines the current world's up, usually [0, 1, 0].

Return Value

Pointer to a D3DMXMATRIXFXDstructure that is a left-handed, look-at matrix.

Remarks

The return value for this function is the same value returned in the pOutparameter. In this way, the D3DXMatrixLookAtLHFxdfunction can be used as a parameter for another function.

This function uses the following formula to compute the returned matrix.

Copy Code
zaxis = normal(At - Eye)
xaxis = normal(cross(Up, zaxis))
yaxis = cross(zaxis, xaxis)
 xaxis.x		 yaxis.x		 zaxis.x		0
 xaxis.y		 yaxis.y		 zaxis.y		0
 xaxis.z		 yaxis.z		 zaxis.z		0
-dot(xaxis, eye)  -dot(yaxis, eye)  -dot(zaxis, eye)  1

Requirements

Header d3dmx.h
Library D3dmx.lib
Windows Embedded CE Windows Embedded CE 6.0 and later
Windows Mobile Pocket PC for Windows Mobile Version 5.0 and later, Smartphone for Windows Mobile Version 5.0 and later

See Also