Initializes a #graphene_matrix_t so that it positions the "camera"
at the given @eye coordinates towards an object at the @center
coordinates. The top of the camera is aligned to the direction
of the @up vector.
Before the transform, the camera is assumed to be placed at the
origin, looking towards the negative Z axis, with the top side of
the camera facing in the direction of the Y axis and the right
side in the direction of the X axis.
In theory, one could use @m to transform a model of such a camera
into world-space. However, it is more common to use the inverse of
@m to transform another object from world coordinates to the view
coordinates of the camera. Typically you would then apply the
camera projection transform to get from view to screen
coordinates.
Initializes a #graphene_matrix_t so that it positions the "camera" at the given @eye coordinates towards an object at the @center coordinates. The top of the camera is aligned to the direction of the @up vector.
Before the transform, the camera is assumed to be placed at the origin, looking towards the negative Z axis, with the top side of the camera facing in the direction of the Y axis and the right side in the direction of the X axis.
In theory, one could use @m to transform a model of such a camera into world-space. However, it is more common to use the inverse of @m to transform another object from world coordinates to the view coordinates of the camera. Typically you would then apply the camera projection transform to get from view to screen coordinates.