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get_camera_matrix(3)		 Allegro manual 	    get_camera_matrix(3)

NAME
     get_camera_matrix	- Constructs a camera matrix for perspective projection.
     Allegro game programming library.

SYNOPSIS
     #include <allegro.h>

     void get_camera_matrix(MATRIX *m, fixed x, y, z,  xfront,	yfront,  zfront,
     fixed xup, yup, zup, fov, aspect);

DESCRIPTION
     Constructs  a camera matrix for translating world-space objects into a nor-
     malised view space, ready for the perspective projection. The x, y,  and  z
     parameters  specify the camera position, xfront, yfront, and zfront are the
     'in front' vector specifying which way the camera is facing  (this  can  be
     any  length:  normalisation is not required), and xup, yup, and zup are the
     'up' direction vector.

     The fov parameter specifies the field of view (ie. width of the camera  fo-
     cus)  in binary, 256 degrees to the circle format. For typical projections,
     a field of view in the region 32-48 will work well. 64 (90<degree>) applies
     no extra scaling - so something which is one unit away from the viewer will
     be directly scaled to the viewport. A bigger FOV moves you  closer  to  the
     viewing  plane,  so  more objects will appear. A smaller FOV moves you away
     from the viewing plane, which means you see a smaller part of the world.

     Finally, the aspect ratio is used to scale the Y dimensions  of  the  image
     relative  to the X axis, so you can use it to adjust the proportions of the
     output image (set it to 1 for no scaling - but keep in mind that  the  pro-
     jection  also performs scaling according to the viewport size).  Typically,
     you will pass (float)w/(float)h, where w  and  h  are  the  parameters  you
     passed to set_projection_viewport.

     Note that versions prior to 4.1.0 multiplied this aspect ratio by 4/3.

SEE ALSO
     apply_matrix(3),	   get_align_matrix(3),      set_projection_viewport(3),
     persp_project(3)

Allegro 			  version 4.4.3 	    get_camera_matrix(3)

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