3d demo Multiple camera modes; 2d sprite world used as textures wrapped onto 3d objects (here, a cube) Change projection: see the visual effect of this, also how it affects clipping; use L1 and L2 and Rpad View distance from world origin: use Lright and Rpad to modify ViewMoveTime: use Lleft and Rpad Camera modes: (1) Nice simple camera mode: six basic moves (2) Moves are like (1), but not constrained to be full 90 degree tilts: camera moves to any point and orientation on the surface of a 3d sphere around the world origin (change view distance from origin to change sphere's radius) (3) Camera is local view of (invisible) spaceship; spaceship moves by Rpad (six rotations) and L1/L2 for forward and backward. Cockpit view. Note: the sprite-world as texture for cube is not fully sorted, need to abstract from logical 2d space to actual texture VRAM space, but this isn't hard. L Evans May 97