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Sets the 3D projection used when rendering. When drawing 3D objects you must determine where you are at, and what you are looking at, that is the purpose of setting the 3D projection before rendering any objects. To make a camera swivel and rotate on it's side you would manipulate the directional up vector and calculate it using the geometric sin/cos math functions. This function is basically an overload for the d3d set projection ext function using the default 45 degrees, 4:3 aspect ratio, znear of 1, and a zfar of 32000.


Parameter Data Type Description
xfrom double x coordinate of the vector the camera is looking from
yfrom double y coordinate of the vector
zfrom double z coordinate of the vector
xto double x coordinate the camera is looking at in 3D space
yto double y coordinate
zto double z coordinate
xup double x coordinate of the up normal, or the direction pointing up from where the camera is
yup double y coordinate
zup double z coordinate

Return Values

void: This function does not return anything.

Example Call

// Demonstrates the use of setting a 3D projection from (20, 20, 20), looking at (0, 0, 0), using (0, 0, 1) as the directional up vector, and then rendering a cube using that projection.
d3d_set_projection(20, 20, 20, 0, 0, 0, 0, 0, 1);
d3d_draw_block(-10, -10, -10, 10, 10, 10, background_get_texture(bg_example), 1, 1);