Orbit camera

I have a situation where I have to move the position of the camera. So after some rotations and translations, I use gluLookAt() but the camera remains stationary. I see that the coordinates do not change at all. Any suggestions?

Moving this to the beginners forum…

I’d suggest that you post the part of your code that does the camera transform. That’ll make it easy for people to spot the problem.

– Tom

You have to use camera with following properties:
vec3 center;
quat rot;
float distance;

Idea is to camera alway look in center point and using quaternions you can rotate camera around center point. Distance are distance from center to camera position. Using this apprach you can make
camera like in Maya.


This example has a number of camera transform setups.