Accidently moved gluLookAt in the GL_PROJECTION matrix, instead of GL_MODELVIEW matrix.
Thanks Wol for reporting the issue. http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=1878
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@@ -181,10 +181,11 @@ void DemoApplication::updateCamera() {
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m_cameraPosition[2] = eyePos.getZ();
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m_cameraPosition[2] = eyePos.getZ();
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glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 10000.0);
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glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 10000.0);
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gluLookAt(m_cameraPosition[0], m_cameraPosition[1], m_cameraPosition[2],
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(m_cameraPosition[0], m_cameraPosition[1], m_cameraPosition[2],
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m_cameraTargetPosition[0], m_cameraTargetPosition[1], m_cameraTargetPosition[2],
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m_cameraTargetPosition[0], m_cameraTargetPosition[1], m_cameraTargetPosition[2],
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m_cameraUp.getX(),m_cameraUp.getY(),m_cameraUp.getZ());
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m_cameraUp.getX(),m_cameraUp.getY(),m_cameraUp.getZ());
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glMatrixMode(GL_MODELVIEW);
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}
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}
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