   First Person View Math
  HiI am using osg and trying to write a view matrix. Can someone tell me what each of the 16 elements in the 4x4 matrix signify in terms of (Right, Look, Up, X, Y, Z and their dot products)?Thanks   
  Here is a brief answer...Given three basis vectors X, Y, and Z, and a position vector P, an affine transform matrix formed from these vectors looks like this (using column-vector notation):[ X.x Y.x Z.x P.x ][ X.y Y.y Z.y P.y ][ X.z Y.z Z.z P.z ][ 0   0   0   1   ]In order to function as a view matrix (which transforms geometry from world to local space), the matrix must be inverted. Inverting the matrix yields the following:[ X.x X.y X.z -dot(P, X) ][ Y.x Y.y Y.z -dot(P, Y) ][ Z.x Z.y Z.z -dot(P, Z) ][ 0   0   0    1    ]The original transform can be thought of as T*R, where R is a rotation matrix and T is a translation matrix. The inverse is then R-1*T-1; work through this by hand and you'll arrive at the matrix shown above.   