title: Rotate camera with Matrix3
body: <p>Mathematically I computed the orthogonal matrix for the rotation that I want to apply to the camera. Before that I successfully applied a rotation on a axis. Perhaps the solution is to transform Matrix3 to Matrix4 and then apply it to the camera somehow.</p>
  
  <pre><code>  camera = new THREE.PerspectiveCamera(150, window.innerWidth / window.innerHeight, 0.1, 5000);
    camera.position.x = myParams.eye_x;
    camera.position.y = myParams.eye_y;
    camera.position.z = myParams.eye_z;
  
    var m = new Matrix3();
    m.set( 
      -cos(myParams.eye_deg2)*cos(myParams.eye_deg1),  
      sin(myParams.eye_deg2)*(Math.pow(cos(myParams.eye_deg1),2)-Math.pow(sin(myParams.eye_deg1),2)) ,
      cos(myParams.eye_deg2)*sin(myParams.eye_deg1),
  
      -sin(myParams.eye_deg2)*cos(myParams.eye_deg1),         
      cos(myParams.eye_deg2)*(Math.pow(sin(myParams.eye_deg1),2)-Math.pow(cos(myParams.eye_deg1),2)) ,
         sin(myParams.eye_deg2)*sin(myParams.eye_deg1),
  
         -sin(myParams.eye_deg1),
         0,
         cos(myParams.eye_deg1));
  
    // camera.rotateOnAxis( pos_center.add(pos_camera.negate()).normalize(), -Math.PI / 2);
  
    // &gt;&gt;&gt;&gt; to do: apply rotation matrix m to camera &lt;&lt;&lt;&lt;&lt;
  
    camera.updateProjectionMatrix();
  </code></pre>