gluLookAt()gluLookAt()NAMEgluLookAt - define a viewing transformation
SYNOPSIS
void gluLookAt(
GLdouble eyeX,
GLdouble eyeY,
GLdouble eyeZ,
GLdouble centerX,
GLdouble centerY,
GLdouble centerZ,
GLdouble upX,
GLdouble upY,
GLdouble upZ );
PARAMETERS
Specifies the position of the eye point. Specifies the position of the
reference point. Specifies the direction of the up vector.
DESCRIPTIONgluLookAt() creates a viewing matrix derived from an eye point, a ref‐
erence point indicating the center of the scene, and an UP vector.
The matrix maps the reference point to the negative z axis and the eye
point to the origin. When a typical projection matrix is used, the cen‐
ter of the scene therefore maps to the center of the viewport. Simi‐
larly, the direction described by the UP vector projected onto the
viewing plane is mapped to the positive y axis so that it points upward
in the viewport. The UP vector must not be parallel to the line of
sight from the eye point to the reference point.
Let
centerX - eyeX F = centerY - eyeY
centerZ - eyeZ
Let UP be the vector (upX, upY, upZ).
Then normalize as follows: f = F / ||F|| UP^prime = UP ||UP||
Finally, let s = f times UP^prime, and u = s times f.
M is then constructed as follows:
s[0] s[1] s[2] 0
u[0] u[1] u[2] 0 M =
-f[0] -f[1] -f[2] 0
0 0 0 0
and gluLookAt() is equivalent to glMultMatrixf(M); glTranslated (-eyex,
-eyey, -eyez);
SEE ALSOglFrustum(3), gluPerspective(3)gluLookAt()