# glulookat(3g) [osx man page]

```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);

glFrustum, gluPerspective

GLULOOKAT(3G)```

## Check Out this Related Man Page

```GLULOOKAT(3G)							   OpenGL Manual						     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

F = centerX - eyeX 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: M = s	0 s  1 s  2 0 u  0 u  1 u  2 0 - f  0 - f  1 - f  2 0 0 0 0 1

and gluLookAt is equivalent to

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

gluPerspective(), glFrustum()

http://oss.sgi.com/projects/FreeB/.

AUTHORS
opengl.org

opengl.org							    06/10/2014							     GLULOOKAT(3G)```
Man Page

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