Whatever you do with Starling's camera properties, i.e. projectionOffset
, fieldOfView
and focalLength
, Starling will always make sure that the contents of the 2D plane that makes up the stage is completely visible. The position x=0, y=0
will always be at the top left, x=stageWidth, y=stageHeight
will be at the bottom right.
The idea behind this is that, by definition, the stage is what's to be viewed by the camera. Furthermore, it makes sure that only Sprite3D objects are affected by what you do with the camera.
The concept is natural to the classic display list, actually: you can't move the camera over a 2D plane to scroll it; instead, you move the 2D plane.
You can use the same logic in 3D: you can't rotate the camera, but you can rotate the objects you want to view. A Sprite3D at the stage level, for example, can allow that.