Matrix becomes a combination of an inverse translation and rotation.
Related to: gluLookAt. This creates the inverse of makeLookAtMatrix. The
matrix will be an opposite translation from the 'eye' position, and it will
rotate things in the opposite direction of the eye-to-center orientation.
This is definitely confusing, but the main reason to use this transform is to
set up a view matrix for a camera that's looking at a certain point. To
achieve the effect of moving the camera somewhere and rotating it so that it
points at something, the rest of the world is moved in the opposite direction
and rotated in the opposite way around the camera. This way, you get the same
effect as moving the actual camera, but all the projection math can still be
done with the camera positioned at the origin (which makes it way simpler).
Matrix becomes a combination of an inverse translation and rotation.
Related to: gluLookAt. This creates the inverse of makeLookAtMatrix. The matrix will be an opposite translation from the 'eye' position, and it will rotate things in the opposite direction of the eye-to-center orientation. This is definitely confusing, but the main reason to use this transform is to set up a view matrix for a camera that's looking at a certain point. To achieve the effect of moving the camera somewhere and rotating it so that it points at something, the rest of the world is moved in the opposite direction and rotated in the opposite way around the camera. This way, you get the same effect as moving the actual camera, but all the projection math can still be done with the camera positioned at the origin (which makes it way simpler).