I’m having a little trouble with my OpenGL transformations — I have a vertex shader that sets gl_Position to projection * view * model * vertex. I have code that generates a view matrix by inverting the model matrix of a camera in space, but when I set the object the camera is looking at to rotate in space, it seems as if the camera is rotating instead.
What could be causing this?
Apparently I had
projection * model * view * vertexinstead. Oops!