HOWEVER, I just get an oscillating motion for some reason....

the main example code is here

//rotate around the x axis, so the y and z values change over time t void Camera::RotateX(float angle) { m_xRotation += angle; if(m_xRotation > 360.0f) m_xRotation -= 360.0f; if(m_xRotation < 0.0f) m_xRotation += 360.0f; m_lookPoint.y = glm::sin(glm::radians(m_xRotation)); m_lookPoint.z = glm::cos(glm::radians(m_xRotation)); m_lookVec = glm::normalize(m_lookPoint - m_eyePoint); UpdateViewMatrix(); } void Camera::UpdateViewMatrix() { m_rightVec = glm::normalize(glm::cross(vec3(0.0f,1.0f,0.0f),m_lookVec)); m_upVec = glm::normalize(glm::cross(m_rightVec,m_lookVec)); viewMatrix = glm::lookAt(m_eyePoint,m_lookPoint,vec3(0.0f,1.0f,0.0f)); }

It's obviously something REALLY simple i'm overlooking, any input is appreciated, thanks!

**Edited by Lil_Lloyd, 15 July 2012 - 08:13 PM.**