   Camera Rotation Problem
  Good DayI am using Direct3D 9 and C++.i am trying to make my camera rotate around a the center of the world (0,0,0)and i have accomplished that perfectly if the camera rotates only AROUND the Y axis.If i try to change the camera's position in the Y and Z axes, when the camera reaches the "critical position" directly above the image (0,1,0), if it goes a step further it displays the image,inverted, in a funny way.I thing it has to do something with which side is defined as "up"Anyone else had the same problem?Is there any standard way for controlling the camera without the problem i presented?Thanx in advanceStakon.PS.For moving the camera around a circle with 0,0,0 as center i change the appropriate values in the view matrix:D3DXMatrixLookAtLH(&matGlobalView,   &D3DXVECTOR3(sin(xCircle)*cameraX,cos(yCircle)*cameraY,cos(zCircle)*cameraZ),    // the camera position&D3DXVECTOR3 (0.0f, 0.0f, 0.0f),    // the look-at positionD3DXVECTOR3 (0.0f, 1.0f, 0.0f));    // the up directionSo when i want the camera to move around the Y axis, i change xCircle and yCircle.If i want to zoom in/out i change the cameraX,cameraY values.I hope this all makes sanse...   