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 yaxis 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
Let UP be the vector
Then normalize as follows:
Finally, let
M is then constructed as follows:
and
gluLookAt
is equivalent toglMultMatrixf(M); glTranslated(-eyex, -eyey, -eyez);
Copyright
Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, seehttp://oss.sgi.com/projects/FreeB/.Example
void display(void){
glClear (GL_COLOR_BUFFER_BIT);
glColor3f (1.0, 1.0, 1.0);
glLoadIdentity (); /* clear the matrix */
/* viewing transformation */
gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glScalef (1.0, 2.0, 1.0); /* modeling transformation */
glutWireCube (1.0);
glFlush ();
}