"Forward" should modify a direction vector in local coordinates, which can then be transformed by the rotation matrix to generate the approprite translation vector.
Thanks. I tried that, but now the scene only rotates around the origin (0,0,0). Actually, this gives the same result as pre-multiplying the rotation/translation matrices.
Let me just confirm: the "eye point" is the X,Y (assuming Z-up) coordinates of the camera, looking down, correct? And the "look at" point, or the camera's orientation, is the eye point vector multiplied by the rotation matrix, yes?
I'm sorry I can't be more helpful. I am really having a hard time grasping this.