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I'm having a little trouble with my OpenGL transformations -- I have a vertex shader that sets gl_Position to projection * view * model * vertex. I have code that generates a view matrix by inverting the model matrix of a camera in space, but when I set the object the camera is looking at to rotate in space, it seems as if the camera is rotating instead.

What could be causing this?

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Apparently I had projection * model * view * vertex instead. Oops!