'\" '\" Copyright (c) 1997 Maorong Zou '\" .TH EZ_LookAt 3 "" EZWGL "EZWGL Functions" .BS .SH NAME EZ_LookAt \- multiply the current matrix by a viewing matrix .SH SYNOPSIS .nf .B #include .sp .BI "void EZ_LookAt(float " vx ", float " vy ", float " vz, .BI " float " px ", float " py ", float " pz ) .BI " float " ux ", float " uy ", float " uz ) .SH ARGUMENTS \fIvx\fR,\fIvy\fR,\fIvz\fR Specify the location of viewpoint. .sp \fIpx\fR,\fIpy\fR,\fIpz\fR Specify the location of the reference point. .sp \fIux\fR,\fIuy\fR,\fIuz\fR Specify the view up vector. .SH DESCRIPTION \fBEZ_LookAt\fR defines the line of sight and a view up vector. The viewpoint is at [vx,vy,vz], looking at the reference point [px,py,pz], with a view up vector [ux,uy, uz]. \fBEZ_LookAt\fR generates the corresponding transformation matrix and multiply the top matrix of the current matrix stack by this matrix. .SH "SEE ALSO" EZ_Rotate(3), EZ_Translate(3), EZ_Ortho(3), EZ_Frustum(3), EZ_MultMatrix(3), EZ_MatrixMode(3), EZ_Perspective(3)