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Real-Time 3D Rendering with DirectX® and HLSL: A Practical Guide to Graphics Programming by Paul Varcholik

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Chapter 13. Cameras

In this chapter, you create a reusable camera system to visualize your 3D scenes. You first develop a base camera class to support common functionality, and then you extend the class to create a first-person camera controlled by the mouse and keyboard.

A Base Camera Component

The topic of a virtual camera is peppered throughout this text, and you can’t visualize your 3D scenes without one. But there’s no one-size-fits-all camera to meet the needs of all your applications. For example, you might want an orbit camera, similar to what you used in NVIDIA FX Composer. Or perhaps you’re building an application that needs a first-person camera, in which you use the mouse to control the pitch and yaw, and you use the W, A, S, and ...

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