public void setCamera(){
		GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); 
		GL11.glMatrixMode(GL11.GL_PROJECTION);
		GL11.glLoadIdentity();

		/*
		 * Calculate camera velocity from user input, focal point and residue 
		 * then add it to the view translation.
		 */
		if (!splashMode) {
			this.characterHover = model.character.characterPosition.add(new Vector3D(model.character.getWidth() / 2, model.character.getHeight() / 2, INITDISTANCE));
			this.cameraVelocity = (this.cameraVelocity.scale(CAMERAVELOCITYPRESERVATION)).add((characterHover.subtract(this.viewTranslation).scale(FOCALPOINTATTRACTION)));
			this.viewTranslation = this.viewTranslation.add(this.cameraVelocity);
		}
		
		float whRatio = (float) WIDTH / (float) HEIGHT;
		GLU.gluPerspective(45, whRatio, 1, 1000);
		GLU.gluLookAt(viewTranslation.getX(), viewTranslation.getY(), viewTranslation.getZ(),
					viewTranslation.getX(), viewTranslation.getY(), 0, 0, 1, 0);

		GL11.glMatrixMode(GL11.GL_MODELVIEW);
		GL11.glLoadIdentity();
	}