I seems to be having quite a problem with this camera function right now. Im using GLFrame as things like glrotatef are deprecated however this is suppose to be a first person camera but the rotations are wrong…
I have been trying to use
cameraFrame.RotateWorld(0.05, 0.0f ,rotation.x, 0.0f);
which is great for the x rotations the problem lies with the y.
When I rotate in the y (to pitch up or down) the scene will break if the mouse is moved in the x and y direction. By break I mean start turning on its side. I thought using up and right vectors would sort this but looking at GLFrame I believe this is already implemented?
Any help will be greatly appreciated