I trying to make application myself without Graphics API (like DirectX or OpenGL). I wrote my own 3D Math Library for this.
I take structure C++ for vertex buffer and I render 3D image of simple cube with perspective correct texture mapping. And now my cube in static way render good. I can rotate camera around cube. But I have one bug.
Suppose I take first tri cube, first tir of front face. Then I rotate camera from right to left by 360 degree. My tri disappears behind left edge of monitor and appears from right edge of monitor - its right. But when my tri appears from right edge monitor after rotate, it looks inverted - inverted from top-to-down and inverted from left-to-right. What is the matter? I think all problem in my software camera. Who are know why cube looks inverted? My camera had built in traditional way - is vRight, vUp, vLook vectors, then they rotate by mouse about vUp (left-right) and vRight (up-down), and then fill View Matrix with this value. In static way my camera no have bug. But when camera move by 360 degree - bug. Why?