From 5fcdd48808fb2540e5ba1dd1a11c342ccd5926dd Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Wed, 19 Oct 2016 11:33:56 +0200 Subject: [PATCH] Math: clarify what Matrix4::lookAt() does. --- src/Magnum/Math/Matrix4.h | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/src/Magnum/Math/Matrix4.h b/src/Magnum/Math/Matrix4.h index 8313aa081..fda1c3a6d 100644 --- a/src/Magnum/Math/Matrix4.h +++ b/src/Magnum/Math/Matrix4.h @@ -341,6 +341,12 @@ template class Matrix4: public Matrix4x4 { * @param target Location towards which the matrix is oriented * @param up Vector as a guide of which way is up (should not be * the same direction as `target - eye`) + * + * @attention This function transforms an object so it's at @p eye + * position and oriented towards @p target, it does *not* produce + * a camera matrix. If you want to get the same what equivalent + * call to the well-known `gluLookAt()` would produce, invert the + * result using @ref invertedRigid(). */ static Matrix4 lookAt(const Vector3& eye, const Vector3& target, const Vector3& up);