   Camera Following a plane
  Hi,I have a pyramid representing my plane at the moment and I have been following the Lighthouse tutorials ( http://www.lighthouse3d.com/opengl/glut/index.php?6 ) which has been great to setup and move around my plane.I wish to take it to the next level and place the camera permanently behind the plane and the key strokes controlling the pitch, roll and yaw of the plane.Can anyone please point me in the right direction on how to achieve.When I get the left arrow to make my plane turn left it translates it left but so does the camera and that is not the feel /  realism I am looking for. I want to plane to rotate left with the camera swinging behind following.Cheers   
  Well, for a simple follower camera, you might just calculate the camera position behind the plane, after transforming it. What I mean is, that after rotating and translating your plane, let's say you calculate a position which is 10 unit behind the plane, e.g. by using plane.pos - (10 * plane.forward) //plane.forward would be the normalized direction vector of your plane after the rotation.   ;  Your camera was moving around the plane, now it needs to be still relative to the plane ? In this case, it's your background (landscape, clouds...) that needs to be transformed by the transformation matrices, and your plane will be rendered with transformations set to 0 rotation, and just a (constant) Z translation to put the camera behind the plane. However, this will look a little static, as the plane will actually not move at all on the screen, so I understand you want a swinging effect to make it all look more dynamic. This becomes much more difficult : you'll need some kind of dynamic law, modelising the relative plane/camera positions like if they were linked with springs.   ;  That's quite easy, just did it for a spaceship.Normaly you reset eac hframe the ModelView matrix to the identity-matrix, but when useing a camera you want to reset it to the camera- matrix.So how do you get the camera-matrix for a camera following an objekt.You just have to take the objekt matrix and you are done^^.Ofcourse you want the camera be behind the plane and not in the middel of it so u just translate a bit in Z direction. And when you do before the translation a little rotation against the X axis the camera view will look down on the plain in a slide angle.