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Nintendo® Confidential

## guLookAtReflectF

Syntax

    #include "gu.h"

    void guLookAtReflectF(float m[4][4],
       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

Explanation
It returns a floating-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).
See Also
guLookAtReflect
gSPMatrix
guLookAt
guLookAtHilite
gSPLookAt
gluLookAt(3G)

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Copyright © 1998
Nintendo of America Inc. All rights reserved
Nintendo and N64 are registered trademarks of Nintendo
Last Updated April, 1999