I have an object which moves on a terrain and a third person camera follow it, after I move it for some distance in different directions it begin to shaking or vibrating even if it is not moving and the camera rotates around it, this is the moving code of the object
double& delta = engine.getDeltaTime();
GLfloat velocity = delta * movementSpeed;
glm::vec3 t(glm::vec3(0, 0, 1) * (velocity * 3.0f));
//translate the objet atri before rendering
matrix = glm::translate(matrix, t);
//get the forward vetor of the matrix
glm::vec3 f(matrix[2][0], matrix[2][1], matrix[2][2]);
f = glm::normalize(f);
f = f * (velocity * 3.0f);
f = -f;
camera.translate(f);
and the camera rotation is
void Camera::rotate(GLfloat xoffset, GLfloat yoffset, glm::vec3& c, double& delta, GLboolean constrainpitch) {
xoffset *= (delta * this->rotSpeed);
yoffset *= (delta * this->rotSpeed);
pitch += yoffset;
yaw += xoffset;
if (constrainpitch) {
if (pitch >= maxPitch) {
pitch = maxPitch;
yoffset = 0;
}
if (pitch <= minPitch) {
pitch = minPitch;
yoffset = 0;
}
}
glm::quat Qx(glm::angleAxis(glm::radians(yoffset), glm::vec3(1.0f, 0.0f, 0.0f)));
glm::quat Qy(glm::angleAxis(glm::radians(xoffset), glm::vec3(0.0f, 1.0f, 0.0f)));
glm::mat4 rotX = glm::mat4_cast(Qx);
glm::mat4 rotY = glm::mat4_cast(Qy);
view = glm::translate(view, c);
view = rotX * view;
view = view * rotY;
view = glm::translate(view, -c);
}