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LookAt sets whatever you pass in, following the right hand rule convention for layout of x, y and z.

With the settings you give the look direction is down the world coords +ve X axis, the up direction will be up the +ve Z axis and +y will be to the left.

However, one need to understand that the input parameters of a view matrix will be in world coordinates, but the transform that it generates will convert world cooridnates into eye coordinates. Eye coordinates are +ve Z out of the screen, +ve X to the right and +ve Y up.

The vsg::LookAt is written to mirror OpenGL's glLookAt so the parameters and conventions are all consistent.

You can also write your own vsg::ViewMatrix implementations i…

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@photex
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@photex
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@photex
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@robertosfield
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Answer selected by robertosfield
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