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-'\" e
-'\"! eqn | mmdoc
-'\"macro stdmacro
-.ds Vn Version 1.2
-.ds Dt 6 March 1997
-.ds Re Release 1.2.0
-.ds Dp May 02 11:53
-.ds Dm 37 lookat.gl
-.ds Xs 1014 4 lookat.gl
-.TH GLULOOKAT 3G
-.SH NAME
-.B "gluLookAt
-\- define a viewing transformation
-
-.SH C SPECIFICATION
-void \f3gluLookAt\fP(
-GLdouble \fIeyeX\fP,
-.nf
-.ta \w'\f3void \fPgluLookAt( 'u
- GLdouble \fIeyeY\fP,
- GLdouble \fIeyeZ\fP,
- GLdouble \fIcenterX\fP,
- GLdouble \fIcenterY\fP,
- GLdouble \fIcenterZ\fP,
- GLdouble \fIupX\fP,
- GLdouble \fIupY\fP,
- GLdouble \fIupZ\fP )
-.fi
-
-.EQ
-delim $$
-.EN
-.SH PARAMETERS
-.TP \w'\f2eyeX\fP\ \f2eyeY\fP\ \f2eyeZ\fP\ \ 'u
-\f2eyeX\fP, \f2eyeY\fP, \f2eyeZ\fP
-Specifies the position of the eye point.
-.TP
-\f2centerX\fP, \f2centerY\fP, \f2centerZ\fP
-Specifies the position of the reference point.
-.TP
-\f2upX\fP, \f2upY\fP, \f2upZ\fP
-Specifies the direction of the \f2up\fP vector.
-.SH DESCRIPTION
-\%\f3gluLookAt\fP creates a viewing matrix derived from an eye point, a reference
-point indicating the center of the scene, and an \f2UP\fP vector.
-.P
-The matrix
-maps the reference point to the negative \f2z\fP 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 \f2UP\fP
-vector projected onto the viewing plane is mapped to the positive \f2y\fP
-axis so that it points upward in the viewport.
-The \f2UP\fP vector must not be parallel to the line of sight from the
-eye point to the reference point.
-.P
-Let
-.sp
-.EQ
-F ~=~ left ( down 20 { ~ matrix {
- ccol {"centerX" above "centerY" above "centerZ"}
- ccol { ~-~ above ~-~ above ~-~}
- ccol {"eyeX" above "eyeY" above "eyeZ"}
-} } ~~ right )
-
-.EN
-
-.sp
-Let \f2UP\fP be the vector $("upX", "upY", "upZ")$.
-.P
-Then normalize as follows:
-.EQ
-f ~=~ F over {|| F ||}
-.EN
-.P
-.EQ
-UP sup prime ~=~ UP over {|| UP ||}
-.EN
-.sp
-.P
-Finally, let $s ~=~ f ~times~ UP sup prime$, and $u ~=~ s ~times~ f$.
-.P
-.sp
-M is then constructed as follows:
-.EQ
-M ~=~ left ( matrix {
- ccol { ~s[0] above ~u[0] above -f[0] above 0 }
- ccol { ~s[1] above ~u[1] above -f[1] above 0 }
- ccol { ~s[2] above ~u[2] above -f[2] above 0 }
- ccol { 0 above 0 above 0 above 1 }
-} ~~right )
-.EN
-.P
-and \%\f3gluLookAt\fP is equivalent to
-.Ex
-glMultMatrixf(M);
-glTranslated (-eyex, -eyey, -eyez);
-.Ee
-.SH SEE ALSO
-\f3glFrustum(3G)\fP, \%\f3gluPerspective(3G)\fP