Name
glu.LookAt -- define a viewing transformation
Synopsis
glu.LookAt(Ex, Ey, Ez, Lx, Ly, Lz, Ux, Uy, Uz)
Function
glu.LookAt() 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.

Please consult an OpenGL reference manual for more information.

Inputs
Ex
specifies the x position of the eye point
Ey
specifies the y position of the eye point
Ez
specifies the z position of the eye point
Lx
specifies the x position of the reference point
Ly
specifies the y position of the reference point
Lz
specifies the z position of the reference point
Ux
specifies the x direction of the up vector
Uy
specifies the y direction of the up vector
Uz
specifies the z direction of the up vector

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