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guLookAtStereo
Syntax
#include "gu.h"
void guLookAtStereo(Mtx m,
float xEye, float yEye, float zEye,
float xAt, float yAt, float zAt,
float xUp, float yUp, float zUp,
float eyedist )
Arguments
- m is the resulting 4x4 viewing matrix
- 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
- eyedist specify the distance from the viewing axis of "this eye." If eyedist is positive, the resulting matrix is for the "right" eye. If eyedist is negative, the resulting matrix is for the "left" eye
Explanation
It computes a 'lookat' viewing matrix suitable for stereographic projections, returning a fixed-point 4x4 matrix (m) that can be used for one view of a stereographic projection. Usually this function must be called twice, calculating different images for the left and right eyes. Use a positive eyedist to calculate a matrix for rendering the right eye's view and the negative of that eyedist to calculate the matrix for
the left eye's view. Unlike the guLookAt function, the distance from the eye (xEye,yEye,zEye) to the At position (xAt,yAt,zAt) is important in this function. The At point is where the eyes focus.
For a detailed description of the fixed-point matrix format, see gSPMatrix.
See Also
guLookAtStereoF
gSPMatrix
gluLookAt(3G)
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Nintendo® Confidential
Warning: all information in this document is confidential and covered by a non-disclosure agreement. You are responsible for keeping this information confidential and protected. Nintendo will vigorously enforce this responsibility.
Copyright © 1998
Nintendo of America Inc. All rights reserved Nintendo and N64 are registered trademarks of Nintendo
Last Updated April, 1999
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