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Well, at the end it was a mistake in my game data, after update the game data everything worked perfectly, but also did some changes, instead of keep geometric approach algorithm for get all six planes what I did is change to OpenGL Extract Planes from http://gamedevs.org/uploads/fast-extraction-viewing-frustum-planes-from-world-view-projection-matrix.pdf it ...


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I've managed to fix the pitch-freakout issue, but at this point this is pretty much 'Programming by Coincidence', as I don't understand the math well enough to know -why- my changes fix the problem. First, I get the quaternion's inverse before turning it into a view matrix. Now intuitively I'd guess this has to do with the difference between 'rotating the ...



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