
370 23. Designing Cameras for WebGL Applications
23.4 Cameras in WebGL Applications
Having a camera matrix allows us to move through the world and look around objects.
A moving camera metaphor is more intuitive than shiing and rotating the world in the
opposite direction. Nonetheless, geometric transformations, such as motion of 3D objects
in the virtual world (e.g., actors, characters, etc.) are point of view independent. ese
transformations need to be multiplied with the model-view matrix. Generally speaking,
for every frame, we would:
a. Update the camera matrix based on user interaction events (e.g., mouse, key-
board, gestures, etc.)