at the moment I’m busy with a BSP tree implementation of a world in OpenGL.
My problem rises when I want to move the camera as a first person within the world.
I try to obtain te coordinates of the camera while I do OpenGL rotations and transformations. I caculate every rotation and transformation myself. But still I cannot obtain the following: when I rotate the camera the left/right/forward/back/up/down translations are not independent of the rotations.
I think I forget to calculate something.
I rotate the scene and translate it cummultatively. I do not use the OpenGL MatrixMult but just calculate the coordinates parallelly for my BSP tree rendering (backface culling, clipping).
Any pointers how I rotate with OpenGL independedly from the translation and obtain absolute coordinates?
Daniel Palomo van Es