gluLookAt creates a viewing matrix derived from an eye point, a reference point indicating the center of the scene, and an vector. The matrix maps the reference point to the negative axis and the eye point to the origin. When a typical projection matrix is used, the center of the scene therefore maps to the center of the viewport. Similarly, the direction described by the vector projected onto the viewing plane is mapped to the positive axis so that it points upward in the viewport. The vector must not be parallel to the line of sight from the eye point to the reference point. Let F = centerX - eyeX centerY - eyeY centerZ - eyeZ Let be the vector upX upY upZ. Then normalize as follows: f = F F UP ″ = UP UP Finally, let s = f × UP ″, and u = s s × f. M is then constructed as follows: M = s ⁡ 0 s ⁡ 1 s ⁡ 2 0 u ⁡ 0 u ⁡ 1 u ⁡ 2 0 - f ⁡ 0 - f ⁡ 1 - f ⁡ 2 0 0 0 0 1 and gluLookAt is equivalent to
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gluLookAt: man2/gluLookAt.xml
gluLookAt creates a viewing matrix derived from an eye point, a reference point indicating the center of the scene, and an vector. The matrix maps the reference point to the negative axis and the eye point to the origin. When a typical projection matrix is used, the center of the scene therefore maps to the center of the viewport. Similarly, the direction described by the vector projected onto the viewing plane is mapped to the positive axis so that it points upward in the viewport. The vector must not be parallel to the line of sight from the eye point to the reference point. Let F = centerX - eyeX centerY - eyeY centerZ - eyeZ Let be the vector upX upY upZ. Then normalize as follows: f = F F UP ″ = UP UP Finally, let s = f × UP ″, and u = s s × f. M is then constructed as follows: M = s ⁡ 0 s ⁡ 1 s ⁡ 2 0 u ⁡ 0 u ⁡ 1 u ⁡ 2 0 - f ⁡ 0 - f ⁡ 1 - f ⁡ 2 0 0 0 0 1 and gluLookAt is equivalent to