From: <jen...@ag...> - 2002-11-27 07:59:51
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Hello Bryan, some additional infos for gluLookAt: gluLookAt(eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz) eyeX,eyeY, eyeZ Specifies the position of the eye point. So it is the position where the camera ( or the eye ) is located, from where you look (the camera's origin). By default ( means not changing the camera values with any command ) it is the coordinate origin point at (0,0,0) centerX, centerY, centerZ Specifies the position of the reference point. That means in which direction the camera will look from the cameras origin. By default the camera will look down the negative z-axis (0,0,-1) upX, upY, upZ Specifies the direction of the up vector and so specify where is upwards and downwards. By default upwards is in direction of the positive y-axis (0,1,0). By definition, the camera use a local coordinate system following the right-hand-rule with the origin in (eyeX,eyeY,eyeZ). 3 vectors ( each stay on the others with 90 degrees ) will build a local 3d-coordinate-system following the right-hand-rule: thumb -- x-axis (1,0,0) forefinger -- y-axis (0,1,0) middle finger -- z-axis (0,0,1) If you try this at home ;) you will see, that if the palm of the right hand shows to you: the thumb points to the right, the forefinger straight upwards and the middle finger to you. This is exactly the default orientation of the 3d-world ( the palm of the hand is the screen ). In my example the camera will look down the negative z-axis, remember: z-axis -- middle finger, therefore not straight to you but straight from you into the screen because of the negative 1. ATTENTION: don't try to put your middle finger in this direction! It will be break ;) hope it helps, Jens |