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DMGregory posted this and I'm just copying his comment to be able to close this question with an answer. You're rotating with respect to Space.World. So if your camera's z-axis is pointing along the world x-axis, then what you're applying as a pitch (world x-axist rotation) will be observed as a roll (local z-axis rotation). Does the problem ...


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I found the culprit. glm::degrees(angle) I had copy pasted that line from some guy off the internet who was for some reason converting the angle to degrees. There is absolutely no need for this conversion. According to a user on reddit: One warning about this method, your model matrix will degrade over time using this kind of technique (repeatedly ...



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