title: How does the method Matrix.setLookAtM work in OpenGL ES?
body: <p>How does <code>Matrix.setLookAtM</code> work?  I've been searching all over, and can't find an explanation. I understand that the first three coordinates are to define the location of the camera in the world space, and I take it that "center of view" means the <code>x, y, z</code> coordinate I'm looking at in the world space. That being the case, what does the "up vector" mean/do?</p>
  
  <p>If there is a previous question or tutorial that I've overlooked, I would be happy to accept that.</p>