Build a world space to camera space matrix
Syntax
Parameters
- eyeX
- Eye (camera) position in world space
- eyeY
- Eye (camera) position in world space
- eyeZ
- Eye (camera) position in world space
- targetX
- Target position in world space
- targetY
- Target position in world space
- targetZ
- Target position in world space
- upX
- Up vector in world space (should not be parallel to the camera direction, that is target - eye)
- upY
- Up vector in world space (should not be parallel to the camera direction, that is target - eye)
- upZ
- Up vector in world space (should not be parallel to the camera direction, that is target - eye)
Returns
A Matrix4 that transforms world space to camera space
Remarks
Requirements
Namespace: MonoMac.OpenGL
Assembly: XamMac (in XamMac.dll)
Assembly Versions: 0.0.0.0