I'm looking do make an FPS-like camera, but I'm encountering some problems. If I'm first rotating and then translating the camera, everything works fine, but the coordinate system. For example, if I want to go backward with the camera, I have to set the Y coordinate positive. But when I'm translating a model matrix on the Y coordinate in a positive direction, it is moving forward. So somehow the coordinate system is flipped.
When I'm first translating the camera and then rotating, the coordinate system is the same, but now the camera is rotating around the origin, which makes sense, but when I'm looking at examples, everyone does that and no one is complaining about rotating around the origin.
I hope you understand what I mean and I hope you can give me some advice.
glm::rotate
three times for X, Y and Z and then I multiply them by the translation matrix(glm::translate
). Then I'm multipling the Model-, View- and Projection matrices in the shader. \$\endgroup\$