Camera lookAt target changes when rotating parent node?

OpenGL is not a scene graph; there are no objects there is no camera! GluLookAt is not even OpenGL, it's just a helper function and it has no awareness of any transformation hierachy applied whatsoever. Since OpenGL doesn't deal with a scene and the glPushMatrix, glPopMatrix give a false feeling something bigger going on, you might have been lured into thinking about it in a wrong way.

The actual problem was with view and model matrices state. I mistakenly inverted view matrix after its position vector was already negated.So the right thing was just to multiply parent node model matrix with camera view matrix and that solves the problem.

I cant really gove you an answer,but what I can give you is a way to a solution, that is you have to find the anglde that you relate to or peaks your interest. A good paper is one that people get drawn into because it reaches them ln some way.As for me WW11 to me, I think of the holocaust and the effect it had on the survivors, their families and those who stood by and did nothing until it was too late.

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