I have a question about rotations in lwjgl, by using something along the lines of:
1 2 3
| GL11.glRotatef(pitch, 1, 0, 0); GL11.glRotatef(roll, 0, 1, 0); GL11.glRotatef(yaw, 0, 0, 1); |
Now this works for a camera, but not always for a model. If I rotate say... JUST the pitch, or JUST the yaw rotations work fine, but when I begin to rotate multiple axis, I run into trouble.
Look at these two pictures:


The first one is fine, as I am ONLY rotating based on the cameras yaw.
Once I start to rotate by both yaw, AND pitch, the model starts to rotate as if it is roll (however, when I ONLY rotate based on yaw, it works fine).