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  • XNA 4.0: 2D Camera Y and X are going in wrong direction

    - by Setheron
    I asked this question on stackoverflow but assumed this might be a better area to ask it as well for a more informed answer. My problem is that I am trying to create a camera class and have it so that my camera follows the proper RHS, however the Y axis seems to be inverted since on the screen the 0 starts at the top. Here is my Camera2D Class: class Camera2D { private Vector2 _position; private float _zoom; private float _rotation; private float _cameraSpeed; private Viewport _viewport; private Matrix _viewMatrix; private Matrix _viewMatrixIverse; public static float MinZoom = float.Epsilon; public static float MaxZoom = float.MaxValue; public Camera2D(Viewport viewport) { _viewMatrix = Matrix.Identity; _viewport = viewport; _cameraSpeed = 4.0f; _zoom = 1.0f; _rotation = 0.0f; _position = Vector2.Zero; } public void Move(Vector2 amount) { _position += amount; } public void Zoom(float amount) { _zoom += amount; _zoom = MathHelper.Clamp(_zoom, MaxZoom, MinZoom); UpdateViewTransform(); } public Vector2 Position { get { return _position; } set { _position = value; UpdateViewTransform(); } } public Matrix ViewMatrix { get { return _viewMatrix; } } private void UpdateViewTransform() { Matrix proj = Matrix.CreateTranslation(new Vector3(_viewport.Width * 0.5f, _viewport.Height * 0.5f, 0)) * Matrix.CreateScale(new Vector3(1f, 1f, 1f)); _viewMatrix = Matrix.CreateRotationZ(_rotation) * Matrix.CreateScale(new Vector3(_zoom, _zoom, 1.0f)) * Matrix.CreateTranslation(_position.X, _position.Y, 0.0f); _viewMatrix = proj * _viewMatrix; } } I test it using SpriteBatch in the following way: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Vector2 position = new Vector2(0, 0); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, camera.ViewMatrix); Texture2D circle = CreateCircle(100); spriteBatch.Draw(circle, position, Color.Red); spriteBatch.End(); base.Draw(gameTime); }

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