limits of gluLookAt

Hello all,

I have a problem with

gluLookAt(v3dEye.x, v3dEye.y, v3dEye.z, // eye position
v3dView.x, v3dView.y, v3dView.z, // look at position
0.0f, 1.0f, 0.0f); // z-up vector

I use it to set my camera and it work well.
But if I look from
top (e.g. v3dView=(0,0,0) and v3dEye(0, 1, 0)
or from bottom (e.g. v3dView=(0,0,0) and v3dEye(0, -1, 0)
the scene crashes (the screen just became black).

Is there a limitation of the function gluLookAt?
If so, how can I create a top/bottom view of the scene?

thank you very much
Wolli

Set the up vector in the direction you want the top of the screen to point, otherwise the matrix math messes up a bit when looking along the up/down vector.

gluLookAt probably fails when the up vector and the look direction are colinear. So, in your case, try making the up vector: (1.0, 0.0, 0.0)

Good old gimbal lock!!