Readme for the Modelview Matrix Manipulator Program

The manipulator is a good example of how to
extend/override the default actions of the COpenGLView
class. In this case I needed two viewports, two
frustums, two modelview matrices, so that involved 
reworking the default program flow. In programming
terms you need to do the following;
For the left view
1) Set up a viewport
2) Set up a frustum
3) Set up a transformation matrix
4) Render the common scene
Then, for the right view, do the same. The common
scene is the same code, the only difference is that
the scene is rendered twice in two different viewports.
The viewing transformations can be different.

What the program is designed to show is how to manipulate the
Modelview matrix. Try out you hand at a transformation, then
a rotation. Reset and then try a rotation, then a translation.
You need to know how the values to put into the matrix (like the
sine and cosine of the angle you want to rotate about).