void CalculateView() { Rotation = Quaternion.CreateFromYawPitchRoll(AngleV, AngleH, 0); Forward = Vector3.Transform(VectorF, Rotation); Forward.Normalize(); Side = Vector3.Transform(VectorH, Rotation); Side.Normalize(); LookUp = Vector3.Transform(VectorV, Rotation); LookUp.Normalize(); viewMatrix = Matrix.CreateLookAt(Position, Position + Forward, LookUp); }