OpenglES 1.1 for ARMv4i. Problem with LooktAt!

Hi, i’m Lucas. I’m have a problem. When i use the LookAt function (make by me) in c# over a ARMv4i, Opengl draw any thing. Draw erroneous images. Here are the code that i’m usign:


public static unsafe void LookAtd(double centerx, double centery, double centerz, double eyex,
                                          double eyey, double eyez, double upx, double upy, double upz)
        {
            var forward = new double[3];
            var side = new double[3];
            var up = new double[3];
            var m = new float[4, 4];
            
            forward[0] = eyex - centerx;
            forward[1] = eyey - centery;
            forward[2] = eyez - centerz;

            //normalizef(forward)
            var r = Math.Sqrt(forward[0]*forward[0] + forward[1]*forward[1] +
                                      forward[2]*forward[2]);

            if (r == 0.0f)
                return;

            r = 1.0f/r;

            forward[0] *= r;
            forward[1] *= r;
            forward[2] *= r;
            //fin normalizef(forward)

            up[0] = upx;
            up[1] = upy;
            up[2] = upz;

            //crossf(forward, up, side)
            side[0] = forward[1]*up[2] - forward[2]*up[1];
            side[1] = forward[2]*up[0] - forward[0]*up[2];
            side[2] = forward[0]*up[1] - forward[1]*up[0];
            //fin crossf(forward, up, side)

            //normalizef(side)
            r = Math.Sqrt(side[0]*side[0] + side[1]*side[1] +
                                  side[2]*side[2]);

            if (r == 0.0f)
                return;
            
            r = 1.0f/r;

            side[0] *= r;
            side[1] *= r;
            side[2] *= r;

            up[0] = upx;
            up[1] = upy;
            up[2] = upz;
            //fin normalizef(side)

            //crossf(side, forward, up)
            up[0] = side[1]*forward[2] - side[2]*forward[1];
            up[1] = side[2]*forward[0] - side[0]*forward[2];
            up[2] = side[0]*forward[1] - side[1]*forward[0];
            //fin crossf(side, forward, up)

            //__identf(&m[0][0])
            m[0, 3] = m[1, 3] = m[2, 3] = m[3, 0] = m[3, 1] = m[3, 2] = 0;

            m[3, 3] = 1;
            //fin __identf(&m[0][0])

            m[0, 0] = (float)side[0];
            m[1, 0] = (float)side[1];
            m[2, 0] = (float)side[2];

            m[0, 1] = (float)up[0];
            m[1, 1] = (float)up[1];
            m[2, 1] = (float)up[2];

            m[0, 2] = (float)-forward[0];
            m[1, 2] = (float)-forward[1];
            m[2, 2] = (float)-forward[2];

            fixed (float* punterom = m)
            {
                gl.MultMatrixf(punterom);
            }
            
            gl.Translatef((float)-centerx, (float)-centery, (float)-centerz);
        }

and the lookat call:


gl.MatrixMode(gl.GL_MODELVIEW);
            gl.LoadIdentity();
LookAtf(a,b,c,d,e,f,0,0,1);

Please help me!!!. i don’t now what can be the problem. Possible be a overflow or a math problem (matrix multiplication), and sorry i don’t now english very much, i’m from Argentina. A lot of thank you!!!

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