camera rotation matrix calculation

im trying to calculate the matrix for camera rotation rotation around the 0-X axes: { 1, 0, 0 0, cosX, -sinX, 0, sinX, cosX} rotation around the 0-Y axes: {cosY, 0, sinY, 0, 1, 0, -sinY 0, cosY} rotation around the 0-Z axes: {cosZ, -sinZ, 0 sinZ, cosZ, 0 0, 0, 0} after multiplication of the matricies well yield the matrix, which rotates the camera around the global X,Y,Z axes:
matrix[0]=cosYcosZ; matrix[4]=-cosYsinZ; matrix[8]=sinY; matrix[12]=0;
matrix[1]=sinXsinYcosZ+cosXsinZ; matrix[5]=-sinXsinYsinZ+cosXcosZ; matrix[9]=-sinXcosY; matrix[13]=0;
sinYcosZ+sinXsinZ; matrix[6]=cosXsinYsinZ+sinXcosZ; matrix[10]=cosXcosY; matrix[14]=0;
matrix[3]=0; matrix[7]=0;matrix[11]=0; matrix[15]=1;

To manipulate the camera - we have 2 angles: x, y cordinates of the mouse - turn around the Y and X axes.
This two angles - LOCAL to camera.(if global Y-not zero than global X not zero and global Z not zero).
Local camera 0Z axes always lies in global X0Z coordinates

How to project this 2 local mouse angles on to 3 global angles?

You must not use a 3rd angle. use Polar-coordinates.

carthesic coords (hope i spelled it right…in german it is “Kartesische”)

are (x,y,z)

polar coords are

(phi, lambda, radius)

where phi and lambda are 2 angles.

use mouse.x and mouse.y as angles. set radius to p.ex. 1 or 2…

place the cam in (0,0,0) (or whatever) and calculate the lookat (and transform it by the camera-pos) with:


if cam is not 0,0,0 do:


… this should work fine.