I am using gluLookAt() to set the "camera" position and orientation
GLU.gluLookAt(xPosition, yPosition, zPosition,
xPosition + lx, yPosition, zPosition + lz
0, 1, 0);
my lz and lx variables represent my forward vector
lz = Math.cos(angle);
lx = -Math.sin(angle);
When turn around in the 3D world, it appears that I am rotating around an axis that is always infront of me
I know this because my xPosition and yPosition variables stay the same, but I appear to spin around an object when im close to it and I turn.
I know there is not a problem with the maths that I have used here, because I have tried using code from past projects that have worked properly but the problem still remains.
This is what I am doing in the rendering loop
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//draw scene from user perspective
glLoadIdentity();
GLU.gluLookAt(camera.getxPos(), camera.getyPos(), camera.getzPos(),
camera.getxPos()+camera.getLx(), camera.getyPos(), camera.getzPos()+p1.getLz(),
0, 1, 0);
glBegin(GL_QUADS);
glVertex3f(-dim, dim, 0);
glVertex3f(dim, dim, 0);
glVertex3f(dim, 0, 0);
glVertex3f(-dim, 0, 0);
glEnd();
pollInput();
camera.update();
I have tried rendering a box where the player coordinates are and I got this result. The camera appears to be looking from behind the player coordinates. To use an analogy right now its like a 3rd Person game and It should look like a first person game
The small box here is rendered in the camera coordinates, to give some perspective the bigger box is infront.