#![allow(unused_variables)] extern crate nalgebra as na; use na::{Isometry3, OpenGL, Perspective3, Point3, Vector3}; fn main() { // Our object is translated along the x axis. let model = Isometry3::new(Vector3::x(), na::zero()); // Our camera looks toward the point (1.0, 0.0, 0.0). // It is located at (0.0, 0.0, 1.0). let eye = Point3::new(0.0, 0.0, 1.0); let target = Point3::new(1.0, 0.0, 0.0); let view = Isometry3::look_at_rh(&eye, &target, &Vector3::y()); // A perspective projection. let projection = Perspective3::::new(16.0 / 9.0, 3.14 / 2.0, 1.0, 1000.0); // The combination of the model with the view is still an isometry. let model_view = view * model; // Convert everything to a `Matrix4` so that they can be combined. let mat_model_view = model_view.to_homogeneous(); // Combine everything. let model_view_projection = projection.as_matrix() * mat_model_view; }