Player movement to Matrix4f

Hello, im having dificultys loading the player position and view direction into a matrix for shader use.

I got a immediate mode version working what seems to work:


glRotatef(xrot,0f,1f,0f);
glRotatef(yrot,xdelta,0f,zdelta);
glTranslatef(-x, -y, -z);

Hover loading the stuff into a matrix gives odd results:


Panel.getRotation().setIdentity();
Panel.getRotation().rotate(FastMath.DegtoRad(xrot), new Vector3f(0f,1f,0f));
Panel.getRotation().rotate(FastMath.DegtoRad(yrot), new Vector3f(xdelta,0f,zdelta));

//I suspect this function benig wrong, does anyone have a standard implementation?
Panel.getRotation().Move(-x, -y, -z);

For reference:


        xrot += mousedeltax/6f;  
        yrot = ((mousey/Panel.getHeight()) * 180) - 90;
        
        xdelta = (float)(Math.cos(Math.toRadians(xrot)));
        zdelta = (float)(Math.sin(Math.toRadians(xrot)));

Thanks for any info.