Given a quaternionic camera such that:
typedef struct
{
vector3 upReference;
vector3 rightReference;
vector3 forwardReference;
vector3 position;
quaternion orientation;
float pov;
} camera_t;
Where:
- upReference, rightReference, forwardReference are always (0,1,0, 1,0,0, 0,0,-1) respectively
- pov is the viewing angle
and quaternion is:
typedef struct
{
float x, y, z, w;
} quaternion;
Is there some way to create a view matrix directly from all of this and skip gluLookAt?