/// <summary> /// Setup the camera. /// </summary> /// <param name="position">World position</param> /// <param name="target">Target position</param> /// <param name="nearClip">Near vision</param> /// <param name="farClip">Far vision</param> public virtual void SetupCamera(Vector3 position, Vector3 target, float nearClip, float farClip) { _position = position; _reference = new Vector3(0.0f, 0.0f, 10.0f); _target = target; _yaw = 0.0f; _pitch = 0.0f; _roll = 0.0f; _nearClip = nearClip; _farClip = farClip; _view = Matrix.CreateLookAt(_position, _target, _vectorUp); _world = Matrix.Identity; UpdateProjection(); _boundingFrustrum.BuildBoundingFrustum(this); }