03-24-2011
Hey, I was kind of expecting a mod to move the discussion - in any case I think further discussion along these lines should take place in a new thread. It'll be easy to find.
Corona: Obviously we don't see eye to eye but I hope you're enjoying the discussion all the same.
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LEARN ABOUT OSX
glulookat
GLULOOKAT(3G) GLULOOKAT(3G)
NAME
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
centerX - eyeX
F = 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 X UP', and u = s X 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 1
and gluLookAt is equivalent to
glMultMatrixf(M);
glTranslated (-eyeX, -eyeY, -eyeZ);
SEE ALSO
glFrustum, gluPerspective
GLULOOKAT(3G)