OpenGL Camera vectors?

Don't accumulate the transforms in your vectors, store the angles and generate the vectors on-the-fly.

You might want to reconsider your approach in favor of using quaternion rotations as described in this paper. This has the advantage of representing all of your accumulated rotations as a single rotation about a single vector (only need to keep track of a single quaternion) which you can apply to the canonical orientation vectors (up, norm and right) describing the camera orientation. Furthermore, since you're using C++, you can use the Boost quaternion class to manage the math of most of it.

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