Your last statement helped me Vlion. Thanks
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I had the order wrong. It's suppose to be:
Camera.LoadIdentity();
Camera.Translatef(Pos[0], Pos[1], Pos[2]);
Camera.Rotatef(Yaw, 0.0f, -1.0f, 0.0f);
Camera.Rotatef(Pitch, 1.0f, 0.0f, 0.0f);
Camera.Push();
not:
Camera.LoadIdentity();
Camera.Translatef(Pos[0], Pos[1], Pos[2]);
Camera.Rotatef(Pitch, 1.0f, 0.0f, 0.0f);
Camera.Rotatef(Yaw, 0.0f, -1.0f, 0.0f);
Camera.Push();
I've been used to:
glPushMatrix();
glRotatef(Pitch, -1.0f, 0.0f, 0.0f);
glRotatef(Yaw, 0.0f, 1.0f, 0.0f);
glTranslatef(-Pos[0], -Pos[1], -Pos[2]);
glPopMatrix();
...which is just a manual way of trasforming an inverted matrix.
Now it makes sense
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[edited by - WhatEver on September 25, 2002 6:25:15 PM]