guLookAtReflect.3p
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.TH guLookAtReflect 3P local "Silicon Graphics, Inc."
.SH NAME
.upperok
guLookAtReflect, guLookAtReflectF \- computes a 'lookat' viewing matrix and sets up
the LookAt structures with values for performing reflection mapping.
.SH C SPECIFICATION
.nf
\f3#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)
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)
\fP
.fi
.SH PARAMETERS
.TP 10
.I m
resulting 4x4 viewing matrix.
.TP
.I l
pointer to resulting LookAt structure for colors and lookat directions.
.TP
.I xEye, yEye, zEye
eye position.
.TP
.I xAt, yAt, zAt
center of interest in the direction we are looking.
.TP
.I xUp, yUp, zUp
up direction vector.
.TP
.SH DESCRIPTION
The
.B guLookAtReflect
command returns a fixed-point 4x4 viewing matrix
.B m.
It sets up the LookAt structure with
x and y screen space coordinate directions.
Use the
.IR gSPLookAt (3P)
macro to tell the RCP how to compute
texture coordinates for reflection mapping
(with the info in the LookAt struct l).
.PP
For a detailed description of the fixed-point matrix format, see
.I gSPMatrix (3P).
.PP
The
.B guLookAtReflectF
command returns a floating-point 4x4 viewing matrix
.B m.
.SH SEE ALSO
.IR gSPMatrix (3P),
.IR guLookAt (3P),
.IR guLookAtHilite (3P),
.IR gluLookAt (3G),
.IR gSPLookAt (3P)