fgluLookAt man page on IRIX

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fgluLookAt(3G)		       OpenGL Reference			fgluLookAt(3G)

NAME
     fgluLookAt - define a viewing transformation

FORTRAN SPECIFICATION
     SUBROUTINE fgluLookAt( REAL*4 eyeX,
			    REAL*4 eyeY,
			    REAL*4 eyeZ,
			    REAL*4 centerX,
			    REAL*4 centerY,
			    REAL*4 centerZ,
			    REAL*4 upX,
			    REAL*4 upY,
			    REAL*4 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
     fgluLookAt 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  )

     Let UP be the vector (upX,upY,upZ).

     Then normalize as follows: f = _____

     UP' = ______

									Page 1

fgluLookAt(3G)		       OpenGL Reference			fgluLookAt(3G)

     Finally, let s = f x UP', and u = s x f.

     M is then constructed as follows:	M = (-s[0]  -s[1]  -s[2]  0  )
     and fgluLookAt is equivalent to

	  glMultMatrixf(M);
	  glTranslated (-eyex, -eyey, -eyez);

SEE ALSO
     glFrustum, fgluPerspective

									Page 2

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