I have just gotten into implementing skyboxes and am doing so with OpenGL/GLSL and GLM as my math library. I assume the problem is matrix related and I haven't been able to find an implementation that utilizes the GLM library:
The model for the skybox loads just fine, the camera however circles it as if it is rotating around it in 3d third person camera.
For my skybox matrix, I am updating it every time my camera updates. Because I use glm::lookAt, it is essentially created the same way as my view matrix except I use 0, 0, 0 for the direction.
Here is my view matrix creation. It works fine in rendering of objects and geometry:
direction = glm::vec3(cos(anglePitch) * sin(angleYaw), sin(anglePitch), cos(anglePitch) * cos(angleYaw));
right = glm::vec3(sin(angleYaw - 3.14f/2.0f), 0, cos(angleYaw - 3.14f/2.0f));
up = glm::cross(right, direction);
glm::mat4 viewMatrix = glm::lookAt(position, position+direction, up);
Similarly, my sky matrix is created in the same way with only one change:
glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f);
glm::mat4 skyView = glm::lookAt(position, position + direction, up);
I know a skybox does not apply translation and only considers rotations so I am not sure what the issue is. Is there an easier way to do this?
Visual aids:
Straight on without any movement yet
When I rotate the camera:
My question is this: how do I set up the correct matrix for rendering a skybox using glm:lookAt?