Paul Martz wrote:
> 
> 
> But it's likely that you really do want to effect the movement in the 
> modelview 
> matrix rather than the projection matrix, and the reason for this is that 
> OpenGL 
> performs certain operations in eye coordinates, and the movement would need 
> to 
> be in the modelview matrix in order for these operations to be performed 
> correctly. The operations including lighting and clip planes.
> 
> All this is covered extensively in books like OpenGL Programming Guide and 
> (shameless plug) OpenGL Distilled.
> -Paul
> 
> 


Thanks Paul, I will go and change the code to move the camera. Can you give a 
concrete example for the usage of the camera's eye coordinates inside openGL?

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