I have been messing around trying to create a level editor, with multiple camera views. I discovered that when I use the function
dbRollCameraLeft on camera zero, my world axes seem to get redefined relative to camera zero's local rotation. When I come to re-orientate camera 0 manually for the next frame the axes have changed, so this leads to an interesting oscillatory motion of the camera. Is there anyway to fix the world axes in place so they are not affect by camera 0.
I tried the same code with a second camera and this camera behaves, correctly as I would expect it to do.
Thanks for any help in advance,
Jack Taylor
Jack Taylor