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Nintendo® Confidential

   

guLookAtReflect

Format
#include "gu.h"

void guLookAtReflect(Mtx *m, LookAt *l,
   float xEye, float yEye, float zEye,
   float xAt,  float yAt,  float zAt,
   float xUp,  float yUp,  float zUp)
Arguments
  • m is the resulting 4x4 viewing matrix
  • l is the pointer to resulting LookAt structure for colors and lookat directions
  • xEye, yEye, zEye specify the eye position
  • xAt, yAt, zAt specify the center of interest in the direction we are looking
  • xUp, yUp, zUp specify the up direction vector
What This Function Does
It returns a fixed-point 4x4 viewing matrix (m), and it sets up the LookAt structure with x and y screen space coordinate directions. Use the gSPLookAt macro to tell the RCP how to compute texture coordinates for reflection mapping (with the info in the LookAt struct l). For a detailed description of the fixed-point matrix format, see gSPMatrix.

See Also
guLookAtReflectF
gSPMatrix
guLookAt
guLookAtHilite
gSPLookAt
gluLookAt(3G)



Nintendo® Confidential

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Copyright © 1998
Nintendo of America Inc. All rights reserved
Nintendo and N64 are registered trademarks of Nintendo
Last updated January 1998