Up in the model is now y, the same as up in the real world and x is still to the right, so z must be depth, which increases away from you into the screen. This is the basic left handed system. The translate and rotate commands can re-position the camera once you've defined it. You may declare several camera identifiers if you wish. This makes it easy to quickly change cameras.
Textures are combinations of pigments, normals, finishes and halos.
Pigment is the color or pattern of colors inherent in the material. Normal is a method of simulating various patterns of bumps, dents, ripples or waves by modifying the surface normal vector. Finish describes the reflective and refractive properties of a material. The halo is used to describe the interior of the object. Bounding shapes are finite, invisible shapes which wrap around complex, slow rendering shapes in order to speed up rendering time.