gtcmatrix_transform (functions)
glm::lookAt( ... )
glm::mat4 glm::lookAt(const glm::vec3 &eye=P, const glm::vec3 ¢er=P, const glm::vec3 &up=P)Build a look at view matrix based on the default handedness.
Parameters:
eye Position of the camera
center Position where the camera is looking at
up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
See also: gtc_matrix_transform
See also: - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
glm::lookAtLH( ... )
glm::mat4 glm::lookAtLH(const glm::vec3 &eye=P, const glm::vec3 ¢er=P, const glm::vec3 &up=P)Build a left handed look at view matrix.
Parameters:
eye Position of the camera
center Position where the camera is looking at
up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
See also: gtc_matrix_transform
See also: - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
glm::lookAtRH( ... )
glm::mat4 glm::lookAtRH(const glm::vec3 &eye=P, const glm::vec3 ¢er=P, const glm::vec3 &up=P)Build a right handed look at view matrix.
Parameters:
eye Position of the camera
center Position where the camera is looking at
up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
See also: gtc_matrix_transform
See also: - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
glm::rotate( ... )
glm::mat4 glm::rotate(const glm::mat4 &m=P, T angle, const glm::vec3 &axis=P)glm::scale( ... )
glm::mat4 glm::scale(const glm::mat4 &m=P, const glm::vec3 &v=P)glm::translate( ... )
glm::mat4 glm::translate(const glm::mat4 &m=P, const glm::vec3 &v=P)