GLM Camera attached to model moves in opposite direction from the model I have been working on a component based engine with nested game objects each with there own transformation's. Each game object calculates its position in the world based on its parents world transformation multipled by there own local one (ModelsWorldTransform ParentsWorldTransform LocalTransform). This all works great until I attach the camera component to a model and in this scenario, as the model the camera is attached to moves away from the origin, the camera moves in the opposite direction to the movement whitest still seeming like it is in the correct position according to its mat4. All local transformations are stored in a mat4 rather then three vec3's for position, rotation and scale to save on calculations each update having to generate new mat4's. Transformation Component Update Code m world transformation m local transformation If we have a parent object if (m parent transform component) m world transformation m parent transform component gt GetWorldTransformation() m world transformation Camers position buffer being updated BufferData.view m transformation component gt GetWorldTransformation() m camera buffer gt SetData() I'm not sure what i'm missing, if anyone has any sugestions that would be apreatiated.