void Camera :: roll(float angle) { // roll the camera through angle degrees float cs = cos(3.14159265/180 * angle); float sn = sin(3.14159265/180 * angle); Vector3 t(u); // remember old u u.set(cs*t.x - sn*v.x, cs*t.y - sn*v.y, cs*t.z - sn*v.z); v.set(sn*t.x + cs*v.x, sn*t.y + cs*v.y, sn*t.z + cs*v.z); setModelViewMatrix(); }