The default FlatRedBall camera presents a 3D view - the further an object is from the camera the smaller it appears. However, the camera looks down the Z axis and its default settings assume that this is the view for performance reasons. The camera can be modified so that it doesn't have to view down the Z axis.
Looking down a different axis
The following code creates sets the camera to look down the Y axis rather than Z axis. It is common in 3D applications using FlatRedBall to have the ground lie on the XY axis and Z be height. Add the following in Initialize after initializing FlatRedBall:
// Make the camera look down the Y axis so that Z is up:Camera.Main.RotationX= (float)System.Math.PI/2.0f;// Since we're not looking down the Z axis turn off cullingCamera.Main.CameraCullMode=CameraCullMode.None;// If the XY plane is the ground then Z is up.// Give the camera an altitude of 1 units. Camera.Main.Z=1;// This keeps the camera oriented so that the up vector is positive Z:Camera.Main.UpVector=newVector3(0,0,1);// Place a bunch of Sprites in the world on the XY planefor (int i =0; i <200; i++){Sprite sprite =SpriteManager.AddSprite("redball.png");sprite.X=-50+100* (float)FlatRedBallServices.Random.NextDouble();sprite.Y=100* (float)FlatRedBallServices.Random.NextDouble(); // Make the Sprite "sit" on the groundsprite.Z=sprite.ScaleY; // Spin the Sprites so that they sit on the XZ plane (facing the camera)sprite.RotationX= (float)System.Math.PI/2.0f;}// Set the sort type to distance along forward vector or else Sprites won't// sort properly.SpriteManager.OrderedSortType=SortType.DistanceAlongForwardVector;