



The vectors i,j,k can be determined as follows:

These vectors can then be used to form a change-of-basis matrix, which is
composed with a translation to yield the camera-to-world transformation and its
inverse, which is what we really desire.

gluLookAt(ex,ey,ez,rx,ry,rz,ux,uy,uz>
where (ex,ey,ez) gives the eye point, (rx,ry,rz) gives the
reference or 'lookat' point, and (ux,uy,uz) gives the up
vector.
This function call postmultiplies the current matrix, so the easiest
way to use it is:
glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(ex,ey,ez,rx,ry,rz,ux,uy,uz); /* setup modelling transformations here */