Java/LWJGL: Z axis in OpenGL behaving like left-handed coordinate system
问题 Recently, I sought help regarding 3d camera rotations in OpenGL. This answer and the comments that followed helped me greatly, but there is still one major issue: when moving the camera, the motion is often, but not always, in exactly the opposite direction it should be. For instance, when the camera's orientation matrix is the identity, the camera moves perfectly. However, if it is rotated in any direction, its motion on the axis perpendicular to the axis of rotation will have the opposite