float cosTheta = (float) Math.cos( theta );
float cosPhi = (float) Math.cos( phi );
float sinPhi = (float) Math.sin( phi );
Vec3 dirToCamera = new Vec3( sinTheta * cosPhi, cosTheta, sinTheta * sinPhi );
return (dirToCamera.scale( sphereCamRelPos.z )).add( camTarget );
}
private Mat4 calcLookAtMatrix(Vec3 cameraPt, Vec3 lookPt, Vec3 upPt) {
Vec3 lookDir = Glm.normalize( Vec3.sub( lookPt, cameraPt ) );