   gluLookAt
  Yesterday I thought I''d try something diffrent with my camera''s rotation. Instead of using Quaternions or Matrices, etc. I decided to keep the code I got from GameTutorials.com (which is the Euler angles based camera (vector)) and work form there.The code was fine it the beginning except when you want to perform a 180'' Vertical rotation but it gets stuck at the top 90'' and bottom 90'' marks (where it starts flipping the screen).Thats where I started writing another way than using gluLookAt.I took a pen and paper and started plotting the plane for Horizontal rotation (with the x and z axises).Which was :Theta = atan((Dir.z - Pos.z) / (Dir.x - Pos.x));(Dir is the directional vector and Pos is the Positional vector)It worked. Then I started to plot for Veritcal rotation, where I came across this : Alpha = atan((Dir.y - Pos.y) / sqrt((Dir.x - Pos.x) * (Dir.x - Pos.x) + (Dir.z - Pos.z) * (Dir.z - Pos.z));That had the exact same result as gluLookAt''s top and bottom 90'' blockage. Interresting I thouhgt, only to remain stuck there and not to know what further to do.Any comments, suggestions on this problem is welcome.Thanks   // Last Attacker   \\---=( LA   )=---// LA Extreme   \\ICQ Number :   120585863E-mail:   laextr@icqmail.com 
  if you show how exactly youre doing it i might be able to tell you why it cant work ;-)you need a correct up vector, glulookat will "fix" it for you, but it cant if "up" and "forward" are the same vector. also, just storing angles without caring about the order of orientations wont give the results one would expect unless you do extra work and figure out how a new rotation will change the old rotations. doesnt sound like fun, will most likely result in tons of slow trig functions and be a pain to debug. 