This rotation follows the right-hand rule, so if the vector x y z points toward the user, the rotation will be counterclockwise.
//Instead ofglRotatef(yAngle, 0, 1, 0);//UseglRotatef(yAngle, 0, -1, 0);
HiI'd be patient, people are from all different regions of the world and this is forum is typically a lwjgl forum. (opengl.org has its own forums)To answer your question you are seeing expected behavior. You can use your eyes to replicate the very problem. If you rotate your head clockwise, objects will appear to your eyes to have rotated anti/counter clockwise. If you move your head forwards towards an object, your eye effectely sees that object come closer to you. Your monitor are your eyes to opengl. Your monitor doesn't move so the effect you see is like the examples I described above
You haven't said how you are rotating things so I'm going to assume you are using the glRotate() function. Now this is from that functions documentation:QuoteThis rotation follows the right-hand rule, so if the vector x y z points toward the user, the rotation will be counterclockwise.In short, this happens because of maths. I'm not a mathematician so I can't explain it any further than via the right hand rule. I could throw some examples at you but I doubt it would help. Sorry if I seem blunt.If you want a solution that doesn't involve negating the y-angle, then negate the vector you pass to the function. Ie.Code: [Select]//Instead ofglRotatef(yAngle, 0, 1, 0);//UseglRotatef(yAngle, 0, -1, 0);I don't particularly see that this solution is better than the one you already have but it's up to you.