Original Post
What I thought would be rather simple has turned into a complicated task. I’m rendering to a surface for a reflection texture I can use like a rear view mirror in a car. The problem is my view matrix. I build it using a lookAt matrix with the camera’s position, target, and up vector. I thought I could simply invert the camera target (-camera target) when building the matrix and I’d be good to go… but I’m not, I get strange results when the camera goes from a positive X Y or Z position into a negative. As long as the camera’s position is in the positive all is well but as soon as I back out to a negative XY or Z position the reflection starts to roll and eventually ends up looking forward and not back.
Am I overlooking something?
Am I overlooking something?