ok, after going through and understanding more on rotational transforms, as well as going on a trip to california, i yesterday sat down and programmed up some rotation code, which probably isnt working due to how crappy my setup code is(in the program i tself), but I want to make sure the code itself is valid.
Code:
void Camera::RotateView(int degrees, float x, float y, float z)
{
Vector3d Axis = Vector3d(x,y,z);
float costheta = cos(degrees);
float sintheta = sin(degrees);
m_view = ((m_view - (Axis * Dot(Axis,m_view)))*costheta) + (Cross(Axis,m_view) *sintheta) + (Axis * Dot(Axis,m_view));
};
also, is there another way to change where the camera looks(more efficient) besides gluLookAt()?
EDIT: btw, the reason why I am not going through the vector compinents individually is I have overloaded operators in my vector class for both other vectors and also scalars.