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(Typically) Modelview Transformations

These are typically applied in modelview mode. They are useful for positioning objects to make them easier to draw. The following procedures generate a transformation matrix for the given task and then compose with the current transforamation matrix. They are composed so that the most recently composed transformation is applied first to the object vertices. Except for gluLookAt(), they all have two forms, either ending in "d" (for double arguments) or "f" (for float arguments). Only the floating forms are given here.

gluLookAt(eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz):
All arguments are of type double. This generates a transformation which maps world coordinates into camera coordinates. This is typically called before any drawing is done (just after glLoadIdentity()). The camera position is specified by the eye location, looking at the given center point, with the given up-directional vector. It composes this with the current (typically modelview) transformation.
glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z):
Generate a rotation transformation about the specified vector (x,y,z) and compose it with the current transformation.
glScalef(GLfloat x, GLfloat y, GLfloat z):
Generate a scaling transformation and compose it with the current transformation.
glTranslatef(GLfloat x, GLfloat y, GLfloat z):
Generate a translation by vector (x,y,z) and compose it with the current transformation.

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Last updated: Sat, Feb 8, 2003.