What is the view matrix?
The view matrix is used to transform a model’s vertices from world-space to view-space. The View Matrix: This matrix will transform vertices from world-space to view-space. This matrix is the inverse of the camera’s transformation matrix.
How is the camera position implemented in OpenGL?
As far as OpenGL is concerned, there is no camera. More specifically, the camera is always located at the eye space coordinate (0.0, 0.0, 0.0). To give the appearance of moving the camera, your OpenGL application must move the scene with the inverse of the camera transformation by placing it on the MODELVIEW matrix.
How to set glulookat on the modelview matrix stack?
Assuming you are using gluPerspective () on the Projection matrix stack with zNear and zFar as the third and fourth parameters, you need to set gluLookAt on the ModelView matrix stack, and pass parameters so your geometry falls between zNear and zFar.
How does the glulookat function work in OpenGL?
However, the GLU library provides the gluLookAt () function, which takes an eye position, a position to look at, and an up vector, all in object space coordinates. This function computes the inverse camera transform according to its parameters and multiplies it onto the current matrix stack.
What should the GL _ modelview matrix contain?
The GL_MODELVIEW matrix, as its name implies, should contain modeling and viewing transformations, which transform object space coordinates into eye space coordinates.
What to use instead of gluperspective in OpenGL?
Instead of gluPerspective (), your application might use glFrustum (). This gets tricky, because the left, right, bottom, and top parameters, along with the zNear plane distance, also affect the field of view. Assuming you desire to keep a constant zNear plane distance (a reasonable assumption), glFrustum () code might look like this: