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gluLookAt()
NAME
gluLookAt - 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
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
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 ALSO
glFrustum(3), gluPerspective(3)
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Index for Section 3 |
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Alphabetical listing for G |
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Top of page |
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