Using OpenGL I\'m attempting to draw a primitive map of my campus.
Can anyone explain to me how panning, zooming and rotating is usually implemented?
For exa
Generally there are three steps that are applied whenever you reference any point in 3d space within opengl.
Given a Local point
Each of these transforms is taking your 3d point, and multiplying by a matrix.
When you are rotating the camera, it is generally changing the world -> camera transform by multiplying the transform matrix by your rotation/pan/zoom affine transformation. Since all of your points are re-rendered each frame, the new matrix gets applied to your points, and it gives the appearance of a rotation.