The iOS 5 documentation reveals that GLKMatrix4MakeLookAt operates the same as gluLookAt.
The definition is provided here:
static __inline__ GLKMatrix4 GLKMatrix4MakeLookAt(float eyeX, float eyeY, float eyeZ,
                                                  float centerX, float centerY, float centerZ,
                                                  float upX, float upY, float upZ)
{
    GLKVector3 ev = { eyeX, eyeY, eyeZ };
    GLKVector3 cv = { centerX, centerY, centerZ };
    GLKVector3 uv = { upX, upY, upZ };
    GLKVector3 n = GLKVector3Normalize(GLKVector3Add(ev, GLKVector3Negate(cv)));
    GLKVector3 u = GLKVector3Normalize(GLKVector3CrossProduct(uv, n));
    GLKVector3 v = GLKVector3CrossProduct(n, u);
    GLKMatrix4 m = { u.v[0], v.v[0], n.v[0], 0.0f,
                     u.v[1], v.v[1], n.v[1], 0.0f,
                     u.v[2], v.v[2], n.v[2], 0.0f,
                     GLKVector3DotProduct(GLKVector3Negate(u), ev),
                     GLKVector3DotProduct(GLKVector3Negate(v), ev),
                     GLKVector3DotProduct(GLKVector3Negate(n), ev),
                     1.0f };
    return m;
}
I'm trying to extract camera information from this:
1. Read the camera position
    GLKVector3 cPos = GLKVector3Make(mx.m30, mx.m31, mx.m32);
2. Read the camera right vector as `u` in the above
    GLKVector3 cRight = GLKVector3Make(mx.m00, mx.m10, mx.m20);
3. Read the camera up vector as `u` in the above
    GLKVector3 cUp = GLKVector3Make(mx.m01, mx.m11, mx.m21);
4. Read the camera look-at vector as `n` in the above
    GLKVector3 cLookAt = GLKVector3Make(mx.m02, mx.m12, mx.m22);
There are two questions:
The look-at vector seems negated as they defined it, since they perform
(eye - center)rather than(center - eye). Indeed, when I callGLKMatrix4MakeLookAtwith a camera position of(0,0,-10)and a center of(0,0,1)my extracted look at is(0,0,-1), i.e. the negative of what I expect. So should I negate what I extract?The camera position I extract is the result of the view transformation matrix premultiplying the view rotation matrix, hence the dot products in their definition. I believe this is incorrect - can anyone suggest how else I should calculate the position?
Many thanks for your time.