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There
is a useful function,* glm::lookAt(),*
that provides a simple interface for many viewing situations.

It requires, in world coordinates:

It produces a 4x4 viewing matrix, which is used in a shader (typically vertex shader) to transform points.

*glm::mat4
mViewingMatrix = glm::lookAt(vEye,
vView, vUp);*

To flythough a scene, change the eyepoint and redraw!

Moving an object relative to the camera can have a similar effect as moving the camera relative to the object. Hence, modeling and viewing can combined in a single* modelview
matrix**.* This matrix is simply:

*mModelviewMatrix = mViewingMatrix * **mModelingMatrix*

It requires, in world coordinates:

- A
eye
**point**representing in the camera position - A
view
**point**where the camera is looking - An
up
**vector**to consider “up” for the camera / rendered image

It produces a 4x4 viewing matrix, which is used in a shader (typically vertex shader) to transform points.

To flythough a scene, change the eyepoint and redraw!

Moving an object relative to the camera can have a similar effect as moving the camera relative to the object. Hence, modeling and viewing can combined in a single

High

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