In this chapter, we will cover:
Setting up views on multiple screens
Using slave cameras to simulate a power-wall
Using depth partition to display huge scenes
Implementing the radar map
Showing the top, front, and side views of a model
Manipulating the top, front, and side views
Following a moving model
Using manipulators to follow models
Designing a 2D camera manipulator
Manipulating the view with joysticks
This chapter is all about the camera and camera manipulation. No matter how beautiful or realistic your scene is, a bad navigating experience will still drive your users away. Your goal is to try changing the view and projection matrices, which represent 3D space transformation, and thus change the world you can see from the camera smoothly and conveniently. But don't forget that manipulating with mouse and keyboard is actually a 2D interaction, with two degrees-of-freedom (DOF) and the mouse buttons. So, you can hardly describe a complete 3D movement...