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gluLookAt - Camera rotation

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Hi! I have some problem with a simple camera im trying to implement. For some reason the rotation switches at some positions in the world. A rotation up becomes a rotation down at some positions. Here is some of my code. vector3f cameraPos = vector3f(0.0f,0.0f,0.0f); vector3f cameraView = vector3f(0.0f,0.0f,1.0f); vector3f cameraUp = vector3f(0.0f,1.0f,0.0f); -----In the main loop, in a renderScene method----- // Select and set up the projection matrix glMatrixMode( GL_PROJECTION ); glLoadIdentity(); // Handle interactive zoom by changing FOV (scaling would cause clipping) gluPerspective( 45.0f/*/zoom*/, (GLfloat)width/(GLfloat)height, 1.0f, 1000.0f ); glViewport( 0, 0, width, height ); // Select and set up the modelview matrix glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); // Handle interactive pan, tilt and rotation gluLookAt( cameraPos.x,cameraPos.y,cameraPos.z, cameraView.x,cameraView.y,cameraView.z, cameraUp.x,cameraUp.y,cameraUp.z); -----In the main loop after the renderScene method----- // - Create a simple camera for navigation - // Get mouse coordinates glfwGetMousePos( &mouseX, &mouseY ); // Get middle window mouse coordinates glfwGetWindowSize( &width, &height ); middleX = width / 2; middleY = height / 2; // Get camera rotation glfwSetMousePos(middleX, middleY); cameraAngleX = (middleX - mouseX)*cameraSens; cameraAngleY = (middleY - mouseY)*cameraSens; // Rotate camera cameraRotationAxis = cameraView - cameraPos; cameraRotationAxis = cameraRotationAxis.crossProduct(cameraUp); cameraRotationAxis.normalize(); cameraRotationX.rotate(-cameraAngleX,cameraUp); cameraRotationY.rotate(-cameraAngleY,cameraRotationAxis); cameraRotation = cameraRotationX*cameraRotationY; cameraRotation.transformVector(&cameraView); Is this the correct way to use the gluLookAt method? Thanks in advance!

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