eye point and camera point
After working on a game where the artists have set up cutscenes with a <1deg FOV, and then moved the camera 100m backwards, and moved the near-clip plane 100m forwards... I would really like there to be a distinction. In that situation in makes much more sense to say that the camera's lens is located at the location of the near plane. The 'eye position' is then just a mathematical device to make the math work out.
Near plane IMo as i said in other thread seem to me is not real object to say about but only the thing that is used to make geometry clipping faster at a cost of bad artifacts of cutting the near scenery - in full triangle frustrum clipping near plane do not hopefully exist (there is no such thing as near plane in correct projestion)
camera point is other thing just when i have 6 function for moving the camera
- left
- up
- forward
- yaw
-pitch
-roll
when defining camera point as a subject of those six operation,
It is more valuable to hold him as not neccessary the same as eye point but ingeneral with some offset you chose ) that makes camera steering options "wider"