Hi there,

I have a gl project with a first person camera that uses glm to do it's math.

My question is thus and I'm sorry for it's quite poor construction:

Do I need to use/do glm::quat things or do I need rotX, rotY, rotZ, for some code where the camera spins around on a sphere centred on the model?

So, the end goal is that moving the mouse makes it look like the model is spinning, when actually the camera is spinning?

And how would I do that?

For example, how different would this class declaration be?

I'd like to throw a 'orbit-cam' in there, then extract a base class, etc.

class GLCamera { protected: float _mx, _my; float m_frameTime, // how much time has passed m_moveSpeed, // how many units to move per second m_mouseSpeed; // how many degrees to rotate per second of glm::vec3 m_real_up; glm::vec3 m_origin; float m_horizontalAngle, m_verticalAngle, m_initFoV; glm::vec3 position; glm::vec3 m_direction; glm::vec3 m_right; glm::vec3 m_up; glm::mat4 m_viewMatrix;