I use glViewPort, but instead of glFrustum I use gluPerspective. It's a tad bit easier (does more of the work for you). Look both of these up on msdn.com. Note that gluPerspective takes the YField of view angle, NOT the x field of view angle
1.How do the OpenGL coordinate-system work?
How do i know where for example glVertex3f(1.0,1.0,1.0); is?
From what I have read, I think you set up the coordinatesystem your self with the mix of
I don't think you realize that the only way to do this is to move the whole world. Even when you use gluLookAt, all it does is build the rotationmatrix so that it can rotate the world around the camera.
2. Also, from what I've read, the "Eye" or the "Camera" is actually allways at the origin(0.0,0.0,0.0), EVEN when using glTranslate3f() and gluLookat(). WHY? Wouldent it be easier and better to simply move the camera, rather than moving the whole world?