This problem is giving me a really hard time.
I'm always looking at the origin and have a camera that moves around it in an arcball mode.
That part works beautifully:
I'm calculating the camera position as follows:
camera.pos.x = origin.x + distance (arrow) * cos(angleX) camera.pos.z = origin.z + distance * sin(angleX) camera.pos.y : Float = origin.y + distance * sin(angleY)
But now I also want to be able to shift the position of the camera laterally, i.e. on (or parallel to) the tangent plane to the sphere between the origin and the camera position. (That tangent plane being the screen plane.)
I.e. I want to shift the view matrix to the left/right and upwards/downwards, so that the camera is shifted laterally. (I need this for features such as moving the view on a touchscreen [two-finger gesture] or texture projection).
How should I go about this?