I create a cube like normal using 8 vertex points that outline a cube and use indices to draw each individual triangle. However, when I create my camera matrix and rotate it using the lookat function with glm it rotates the entire screen positions not world positions.
glm::mat4 Projection = glm::mat4(1);
Projection = glm::perspective(glm::radians(60.0f), (float)window_width / (float)window_hight, 0.1f, 100.0f);
const float radius = 10.0f;
float camX = sin(glfwGetTime()) * radius;
float camZ = cos(glfwGetTime()) * radius;
glm::mat4 View = glm::mat4(1);
View = glm::lookAt(
glm::vec3(camX, 0, camZ),
glm::vec3(0, 0, 0),
glm::vec3(0, 1, 0)
);
glm::mat4 Model = glm::mat4(1);
glm::mat4 mvp = Projection * View * Model;
Then in glsl:
uniform mat4 camera_mat4
void main()
{
vec4 pos = vec4(vertexPosition_modelspace, 1.0) * camera_mat4;
gl_Position.xyzw = pos;
}