Addressing feedback: <@mtheall> alternatively, zaxis = FVec3_Normalize(FVec3_Subtract(cameraPosition, cameraTarget));
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@ -8,10 +8,7 @@ void Mtx_LookAt(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3
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C3D_FVec xaxis, yaxis, zaxis;
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C3D_FVec xaxis, yaxis, zaxis;
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//Order of operations is crucial.
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//Order of operations is crucial.
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zaxis.x = cameraPosition.x - cameraTarget.x;
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zaxis = FVec3_Normalize(FVec3_Subtract(cameraPosition, cameraTarget));
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zaxis.y = cameraPosition.y - cameraTarget.y;
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zaxis.z = cameraPosition.z - cameraTarget.z;
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zaxis = FVec3_Normalize(zaxis);
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xaxis = FVec3_Normalize(FVec3_Cross(cameraUpVector, zaxis));
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xaxis = FVec3_Normalize(FVec3_Cross(cameraUpVector, zaxis));
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yaxis = FVec3_Cross(zaxis, xaxis);
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yaxis = FVec3_Cross(zaxis, xaxis);
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