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Home/ Questions/Q 8457967
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Editorial Team
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Editorial Team
Asked: June 10, 20262026-06-10T12:57:03+00:00 2026-06-10T12:57:03+00:00

In the gluLookAt function zAxis = target – cameraPosition and then in a view

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In the gluLookAt function zAxis = target - cameraPosition and then in a view matrix we put -zAxis or we can write that zAxis = cameraPosition - target and then in a view matrix we put zAxis to get the same result. Why we have to negate zAxis in the first case or change order of operation in the second case ?

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  1. Editorial Team
    Editorial Team
    2026-06-10T12:57:05+00:00Added an answer on June 10, 2026 at 12:57 pm

    In OpenGL, the standard camera space is a right-handed coordinate system. +X goes to the right, and +Y goes up. Because it’s right-handed, +Z goes behind the viewer. Thus the viewer is looking along the -Z axis. Hence the negation.

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