Camera rotating

I want to allow to rotate my camera around x an y in 360 degrees - rotations around y axis are ok but around x axis it rotates only from -180 to 180 then it doesn’t turn to the positive z axis as it should.
Next problem is why can’t i draw to the positive z axis ? even when i turn the camera to positive z axis i don’t see anything drawn.

 
void CalculateNewPos(float time)
{
	float x_velocity;
	float xz_velocity;
	float y_velocity;
	float z_velocity;
	float pointx;			//point for glulookat
	float pointy;
	float pointz;
	y_velocity=(float)sin((double)my_position.rot_x)*my_position.velocity;
	xz_velocity=(float)cos((double)my_position.rot_x)*my_position.velocity;
	z_velocity=-1*(float)sin((double)my_position.rot_y)*xz_velocity;
	x_velocity=(float)cos((double)my_position.rot_y)*xz_velocity;
	my_position.x+=x_velocity*(float)time;
	my_position.y+=y_velocity*(float)time;
	my_position.z+=z_velocity*(float)time;
	pointx=(float)cos((double)my_position.rot_y);
	pointy=(float)sin((double)my_position.rot_x);
	pointz=-1*(float)sin((double)my_position.rot_y);
	gluLookAt(my_position.x,my_position.y,my_position.z,my_position.x+pointx,my_position.y+pointy,my_position.z+pointz,0.0f,1.0f,0.0f);
}
 

and draw function

 
void DrawGLScene()
{
	double deltat;
	deltat=GetTime();
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	glLoadIdentity();
	CalculateNewPos((float)deltat);
	DrawSkybox();
	glPushMatrix();
	glTranslatef(EARTH->x,EARTH->y,EARTH->z); //this is ok earth position is 0.0,0.0,-15.0
	ShowObject(EARTH->model);
	glPopMatrix();
	glPushMatrix();
	glTranslatef(0.0f,0.0f,12.0f);
	glBegin(GL_TRIANGLES);
	glVertex3f(-2.0f,-2.0f,0.0f);
	glVertex3f(2.0f,-2.0f,0.0f);
	glVertex3f(0.0f,2.0f,0.0f);
	glEnd();
	glPopMatrix();

}
 

It seems to me your letting the movement drive the camera, instead of letting the camera drive the movement. In a first person view, that is usually what you want; the user looks somewhere, and then moves in that direction. Try reversing your calculation, figurte out where the the user is looking, and then point your velocity in that direction.