Thanks to Nicolás Carlo and his suggestion to watch This Youtube playlist made by Jorge Rodriguez I was able to fix what I almost made right the first time.
All I had to do was really just to do some simple trigonometric calculations to get the forward-vector from the angles I got, and then just add the camera position to that for the centerX,centerY,centerZ values in camera();
Ex. where camPos is the current position 3D-Vector and vecForward is the calculated 3D-forward vector that I needed.
vecForward.x = cos(yaw)*cos(pitch);
vecForward.y = sin(pitch);
vecForward.z = sin(yaw)*cos(pitch);
camera(camPos.x,camPos.y,camPos.z, camPos.x+vecForward.x,camPos.y+vecForward.y,camPos.z+vecForward.z, 0,1,0);
If some of you do not know, Pitch is the up-down angle and Yaw is left-right angle of the camera.
And as a last note here,I highly suggest watching Rodriguez "Math for game developers" that Carlo suggested since every video explains at least one of the most important/oftenly used mathematical solutions at a time to different problems and then giving an example in the end.