1991-2006
Silicon Graphics, Inc.
gluLookAt
3G
gluLookAt
define a viewing transformation
C Specification
void gluLookAt
GLdouble eyeX
GLdouble eyeY
GLdouble eyeZ
GLdouble centerX
GLdouble centerY
GLdouble centerZ
GLdouble upX
GLdouble upY
GLdouble upZ
Parameters
eyeX
eyeY
eyeZ
Specifies the position of the eye point.
centerX
centerY
centerZ
Specifies the position of the reference point.
upX
upY
upZ
Specifies the direction of the up vector.
Description
gluLookAt creates a viewing matrix derived from an eye point, a reference
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 center of the scene therefore maps to the center of the viewport.
Similarly, 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
F
=
centerX
-
eyeX
centerY
-
eyeY
centerZ
-
eyeZ
Let UP be the vector
upX
upY
upZ
.
Then normalize as follows:
f
=
F
F
UP
″
=
UP
UP
Finally, let
s
=
f
×
UP
″
,
and
u
=
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
glMultMatrixf(M);
glTranslated(-eyex, -eyey, -eyez);
See Also
gluPerspective,
glFrustum
Copyright
Copyright 1991-2006
Silicon Graphics, Inc. This document is licensed under the SGI
Free Software B License. For details, see
http://oss.sgi.com/projects/FreeB/.