gluLookAt man page on DigitalUNIX

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gluLookAt()							   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
       Specifies the position of the eye point.	 Specifies the position of the
       reference point.	 Specifies the direction of the up vector.

DESCRIPTION
       gluLookAt() 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 ALSO
       glFrustum(3), gluPerspective(3)

								   gluLookAt()
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