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# gluLookAt o_O confused

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Ok I have to ask this... I have read everything possible to understand how it works but still confused... I will tell you what I have understood and you correct me please if I am wrong: eye : is a vector that represents the position of the camera. center: is a vector that is going out of the eye farward. up: is a vector that is heading upward from the eye.

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That''s correct.
And what is your problem?
Post some code.

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Well, that isn''t entirely correct.

eye is the eye.
center is a point that the eye is looking at. (not a vector).
up is a vector that is significantly different from the vector defined by the line connecting eye and center. It needn''t be perpendicular to that vector, but it needs to be different. By being different, a plane is defined by the two vectors.

That plane''s normal then defines left and right. Given the direction you are looking in and left and right, gluLookAt() can then compute exactly what that up vector is, since it would be the normal to the plane defined by the direction you are looking and left and right.

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First three terms : position of the camera (I'm sitting on my chair)
Second three terms : what the camera is looking at (my monitor)
Third three terms : the direction up (towards the roof)

I'm standing at 5,0,5, looking at 0,0,5, and up is 0,1,0.
This makes the camera look down the negative x-axis (0-5)

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MSN: nmaster42@hotmail.com, AIM: LockePick42, ICQ: 74128155
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[edited by - LockePick on January 24, 2003 2:23:16 AM]

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quote:

gluLookAt
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, so that, when a typical projection matrix is used, the center of the scene 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 to the reference point.
The matrix generated by gluLookAt postmultiplies the current matrix.

SEE ALSO
glFrustum, gluPerspective

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well, I have read that already.
it says :
quote:
centerx, centery, centerz
Specifies the position of the reference point.

and that does not make me very happy

as for the center, should I move it when I move the eye? or is it a value defined by the new eye location?

[I am at school at the moment so cannot post code]

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Aaaa, of course (i wrote it at 5:30 am ).

Center.x,center.y,center.z is position in space that you are looking at.

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ah thanks...

so I stand in 1,1,1 that means my eye vector is (1,1,1)
looking at 0,0,0 that means my center vector is (-1,-1,-1) right?
sorry if I am too stupid...

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No, center is not a vector. It's a position in space.
So when you stay somewhere in space and looking at 0,0,0 then
your centex vector is 0,0,0.

That's mean when your eye is in A and looking on B your center vector will be B, not B-A.

The eye and center vector is a position.
Only up vector is a vector (up direction).

[edited by - Cifko on January 24, 2003 12:28:35 PM]

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If you want to specify your look direction by an eye point and a look point, gluLookAt() provides that interface for you.

If you want to specify your look direction by an eye point and a vector, just create the vector defining the direction you are looking in, and then create the center by point by adding the look direction to the eye point like this:

E = eye.
D = direction vector (the direction we''re looking in)
C = center = E + D.

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