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XNA Game Studio 4.0 Programming: Developing for Windows by Dean Johnson, Tom Miller

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Chapter 5. Lights, Camera, Action!

As you move forward with your learning about graphics in this book, you need to understand how your “scene” (the things rendered in your game) is visualized. Much like a director working on a movie, you are responsible for dictating how your world is visualized. You use a camera to do this, just as a director would. You also explore easier ways to store the objects that make up your worlds. In this chapter, you learn about:

• Controlling the camera in your 3D scenes

• Rendering models

Well, actually, lights and action are described later, but one out of three isn’t a bad start. When people speak about cameras in three-dimensional (3D) games, they rarely speak about a rendered camera, but more the spot in which ...

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