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.