First post here.In my Renderer class I have these vars:
[source lang="java"] // Direction of camera private float lookX = 0.0f; private float lookY = 1.0f; private float lookZ = 0.0f; // Camera tilt private float upX = 0.0f; private float upY = 0.0f; private float upZ = 1.0f; // Position of camera private float eyeX = 0.0f; private float eyeY = 0.0f; private float eyeZ = 0.0f;[/source]
Then to set the view matrix I use:
[source lang="java"]Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);[/source]
This all works perfectly well if eyeX, eyeY, and eyeZ are all set to 0. I can change the look vector and up vector when I want to rotate the camera position around and view the world. Works beautiful.
The problem is once I change the eyeX, eyeY, and eyeZ to some other arbitrary values so I can view my meshes from some place other than the origin, the rotations no longer work as expected. When I rotate the camera, all the meshes stay in view in front of me and just follow me.
What is it I need to do differently?
Thanks for any insights.
Edited by Joey P, 30 June 2012 - 03:15 PM.