Applies a view transform this that positions the camera at the coordinate (eye_position_x
,
eye_position_y
, eye_position_z
) looking towards an object at the coordinate (object_x
,
object_y
, object_z
).
The top of the camera is aligned to the given world up vector, which is normally simply (0, 1, 0) to map up to the positive direction of the y axis.
Because there is a lot of missleading documentation online for gluLookAt regarding the up vector we want to try and be a bit clearer here.
The up vector should simply be relative to your world coordinates and does not need to change as you move the eye and object positions. Many online sources may claim that the up vector needs to be perpendicular to the vector between the eye and object position (partly because the man page is somewhat missleading) but that is not necessary for this function.
<note>You should never look directly along the world-up vector.</note>
<note>It is assumed you are using a typical projection matrix where your origin maps to the center of your viewport.</note>
<note>Almost always when you use this function it should be the first transform applied to a new modelview transform</note>
this |
A 4x4 transformation matrix |
eye_position_x |
The X coordinate to look from |
eye_position_y |
The Y coordinate to look from |
eye_position_z |
The Z coordinate to look from |
object_x |
The X coordinate of the object to look at |
object_y |
The Y coordinate of the object to look at |
object_z |
The Z coordinate of the object to look at |
world_up_x |
The X component of the world's up direction vector |
world_up_y |
The Y component of the world's up direction vector |
world_up_z |
The Z component of the world's up direction vector |