Chapter 20. Controlling Camera and Rendering Effects

Moving the Camera

Most of the time that a 3D world is used, the camera represents the viewpoint of the user. It is the user’s eye into the world.

Moving the camera, then, is like moving the user. Most objects in 3D worlds are stationary; the user’s’ perspective changes as he walks or flies through the world.

Camera Position

To get the position and orientation of the camera, use the position and rotation properties just like you would if the camera was a model.

put sprite(1).member.camera[1].transform.position -- vector( 0.0000, 0.0000, ...

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