GLdouble eyeY, GLdouble eyeZ, GLdouble centerX, GLdouble centerY, GLdouble centerZ, GLdouble upX, GLdouble upY, GLdouble upZ )
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The matrix maps the reference point to the negative z axis and the eye point to the origin. When a typical projection matrix is used, the center of the scene therefore maps to the center of the viewport. Similarly, the direction described by the UP vector projected onto the viewing plane is mapped to the positive y axis so that it points upward in the viewport. The UP vector must not be parallel to the line of sight from the eye point to the reference point.
Let
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Let UP be the vector $("upX", "upY", "upZ")$.
Then normalize as follows: eqn not supported
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Finally, let $s ~=~ f ~times~ UP sup prime$, and $u ~=~ s ~times~ f$.
M is then constructed as follows: eqn not supported
and gluLookAt is equivalent to glMultMatrixf(M); glTranslated (-eyex, -eyey, -eyez);