Calculating a LookAt matrix
问题 I'm in the midst of writing a 3d engine and I've come across the LookAt algorithm described in the DirectX documentation: zaxis = normal(At - Eye) xaxis = normal(cross(Up, zaxis)) yaxis = cross(zaxis, xaxis) xaxis.x yaxis.x zaxis.x 0 xaxis.y yaxis.y zaxis.y 0 xaxis.z yaxis.z zaxis.z 0 -dot(xaxis, eye) -dot(yaxis, eye) -dot(zaxis, eye) l Now I get how it works on the rotation side, but what I don't quite get is why it puts the translation component of the matrix to be those dot products.