The Camera class doesn't wrap any DirectX component per-se but helps a lot to handle basic displacement and projections NOTES : _ The projection float4x4 is Left Handed _ The Local2World float4x4 is left handed (all other matrices in Nuaj are right handed !) A typical camera float4x4 looks like this : Y (Up) ^ | Z (At) | / | / | / |/ o---------> X (Right)
 public void Detach( Control _Control )
 {
     m_Control.MouseDown += new MouseEventHandler( Control_MouseDown );
     m_Control.MouseUp += new MouseEventHandler( Control_MouseUp );
     m_Control.MouseMove += new MouseEventHandler( Control_MouseMove );
     m_Control.MouseWheel += new MouseEventHandler( Control_MouseWheel );
     m_Control = null;
     m_Camera = null;
 }
 public void Attach( Control _Control, Camera _Camera )
 {
     m_Control = _Control;
     m_Camera = _Camera;
     m_Control.MouseDown += new MouseEventHandler( Control_MouseDown );
     m_Control.MouseUp += new MouseEventHandler( Control_MouseUp );
     m_Control.MouseMove += new MouseEventHandler( Control_MouseMove );
     m_Control.MouseWheel += new MouseEventHandler( Control_MouseWheel );
 }