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The World/Model matrix moves objects from object-space to world-space. World coordinates have no software-defined min/max values. The View matrix re-centers the scene on the camera. It is the anti-world-matrix for the entire scene. Since the camera's View-space location is (0,0), objects are either left/right or down/up, corresponding to -/+ coordinate ...


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fixedTimeStep = false; //wide-open throttle vsync = false; //wide-open throttle void OnD3D9FrameMove(float elapsedSeconds) { Update(elapsedSeconds); //every frame static float oneFrameTime = (1.0f / 30); static float renderTime; renderTime += elapsedSeconds; if (renderTime >= oneFrameTime) { Render(renderTime); //All at ...



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