glPushMatrix;
glLoadIdentity;
gluLookAt(...); // Setup the camera
// Render Objects fully affected by the camera
// Object 1
glPushMatrix;
... // Object 1 transformations
... // Render Object
glPopMatrix;
...
// Object N
glPushMatrix;
... // Object N transformations
... // Render Object
glPopMatrix;
// Render Objects that always face the camera
// Object 1
glPushMatrix;
... // Object 1 transformations
... // Reverse the camera rotation
... // Render Object
glPopMatrix;
...
// Object N
glPushMatrix;
... // Object N transformations
... // Reverse the camera rotation
... // Render Object
glPopMatrix;
glPopMatrix;