# Method GLU.gluLookAt()

Method gluLookAt

  ``void` gluLookAt(`float` `eyex`, `float` `eyey`, `float` `eyez`, `float` `centerx`, `float` `centery`, `float` `centerz`, `float` `upx`, `float` `upy`, `float` `upz`)`
  ``void` gluLookAt(`Math.Matrix` `eye`, `Math.Matrix` `center`, `Math.Matrix` `up`)`

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.

  The relation between the matrix objects and the float values are

      Math.Matrix eye = Math.Matrix( ({ eyex, eyey, eyez }) );

See also

  GL.glFrustum, gluPerspective