After reading on the coordinate systems in OpenGL, I figured to move the camera around the world I just need to translate the view coordinates. If I say use view = glm::translate(view, glm::vec3(0, 0, -50));, I'm translating the camera 50 units back (by translating the world 50 units forward). After thinking I had it figured out, I encounter LookAt function. I can't understand why I would need to use this function, if I just can move around my camera by translating and rotating the view. The whole thing is a bit hard to wrap the head around, so I'm sorry if this doesn't make much sense!
Why use glm::LookAt in OpenGL?
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glm::LookAtormat4x4_look_atof linmath.h orgluLookAt, and so on, are all just there for your (= the programmer's) convenience. That's all.If you want to setup the view portion of the modelview transform with a different method, because it suits you better, then by all means you should to that then.