public void zoomToCamera(float zOffset){
  if (zOffset > (Z_FAR - 1.0f)) {
    zOffset=Z_FAR - 1.0f;
    logger.info("clamped zoom at " + zOffset);
  }
  if (zOffset < (ZOOM_MAX)) {
    zOffset=ZOOM_MAX;
    logger.info("clamped zoom at " + zOffset);
  }
  targetZoff=zOffset;
  isSceneChanged=true;
}

public void zoomToCamera ( float zOffset ) { if ( zOffset > ( Z_FAR - 1.0f ) ) { zOffset = Z_FAR - 1.0f ; logger . info ( "clamped zoom at " + zOffset ) ; } if ( zOffset < ( ZOOM_MAX ) ) { zOffset = ZOOM_MAX ; logger . info ( "clamped zoom at " + zOffset ) ; } targetZoff = zOffset ; isSceneChanged = true ; }
avoid moving the camera too far or too close . so the scene stays within the frustum for the perspective transform . no direct assignments to targetzoff .
