Quote: "i dont think thats possible because if the "objects " are 2d then thay will appear paper thin when the cam is rotated..."
The objects have depth and perspective based on their set of vertices.
Quote: "but if it did work you would rotate the world around the camera "
I was thinking that, I just can't get my brain around how to make the world relative to the camera for camera rotation instead of relative to the origin.
Quote: "I am guessing from the lack of code that you are wanting to keep this secret"
The code is incidental - I'm really after the theory or the method of the camera rotation. If I can grasp the concept, I can eventually come up with the code for this piece. The code that is already written is mostly draft - and I have several sets. Some to force what I want to see - that doesn't need reworking for this post.
Quote: "could you just post the procedure for displaying the objects they I might be able to give some help. "
The camera is a certain distance from the projection plane (where you see stuff). 2d Vertices are calculated by taking into account the camera distance, and the 3d coordinates of the object. These are translated into screen coordinates. Since the camera or the eye is set in the middle of the screen, the screen coordinates are offset by half of the screen height and half of the screen width.
So, like I posted in your other thread, the most basic conversion of 3d to 2d is
screenx = x/z
screeny = y/z
the smaller the z, the wider apart the screen x and y
the larger the z, the closer together the screen x and y
which gives the illusion of perspective.
but accounting for the camera and the screen size:
screenx = ((x-camerax) / (z-cameraz))+ half screen width
screeny = ((y-cameray) / (z-cameraz))+ half screen height
For rotation, use matrix (comes down to trig) rotations or if you're up for it, quaternions, to rotate the points.
I just don't get how to rotate the camera. It seems that I would be rotating the world around the camera position, but I can't get the concept of how to do that.
Enjoy your day.