hi,

I have written some code to rotate the camera around the (0, 0, 0) position (scene’s origin) but I think something is wrong since I didn’t get what I’m expecting.

this is my code;

```
void mouseCallback(GLFWwindow* window, double xpos, double ypos)
{
glm::vec3 distance = cameraPos;
const float radius = std::sqrt(std::pow(distance.x, 2) + std::pow(distance.y, 2) + std::pow(distance.z, 2));
glm::vec3 rot;
rot.x = sin(xpos / 100) * radius;
rot.y = 0.0f;
rot.z = cos(xpos / 100) * radius;
cameraPos = rot;
cameraFront = glm::normalize(cameraPos - glm::vec3(0.0, 0.0, 0.0));
}
```

and the lookAt method from glm is like that:

```
view = glm::lookAt(cameraPos, cameraPos + cameraFront, glm::vec3(0.0, 1.0, 0.0));
```

can someone help me to solve the bug.

Thank you