you want the camera to be orbiting one object? or a free camera?
free camera :
#include "dinput.h"
void UpdateCamera ( void )
{
if ( dbKeyState ( DIK_W ) )
dbMoveCamera(1);
if ( ........DIK_S )
dbMoveCamera(-1);
if ( ....A )
turn left
if ( ....D )
turn right
etc..
}
camera orbiting around an object:
//not the best, but it works
float MyAngle = 0;
void UpdateCamera ( void )
{
if ( dbKeyState ( DIK_A ) )
MyAngle++;
if ( dbKeyState ( DIK_D ) )
MyAngle--;
dbPositionCamera ( objectX(id)...Y...Z );
dbRotateCamera ( 0, MyAngle, 0 );
dbPitchCameraDown ( 20 );
dbMoveCamera ( -100 );
}
So it's like, a variable which is the angle, it increases and decreases by pressing A and D, you position the camera on the object, rotate it on the Y axis ( to turn it ) and then you pitch it down abit and then move the camera back to see the object.
(sorry for any syntax errors, i just wrote it here without testing )