(3)在载入单位矩阵之后,使用gluLookAt函数指定视图变换。...如果程序没有调用gluLookAt(),那么照相机会设定为一个默认的位置和方向,即照相机位于原点,指向z轴负方向,朝上向量为(0,1,0)。...而gluLookAt(0.0,0.0,5.0,0.0,0.0,0.0,0.0,1.0,0.0)则把照相机放在(0,0,5),镜头瞄准(0,0,0),朝上向量定为(0,1,0)。
...void myDraw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();//重置为单位矩阵
//gluLookAt...定义一个视图矩阵,并与当前矩阵相乘
gluLookAt(eye[0], eye[1], eye[2],
center[0], center[1], center[2],
0, 1, 0);