gluUnProject(3G) OpenGL Reference gluUnProject(3G)
gluUnProject - map window coordinates to object coordinates
GLint gluUnProject( GLdouble winX,
GLdouble winY,
GLdouble winZ,
const GLdouble *model,
const GLdouble *proj,
const GLint *view,
GLdouble* objX,
GLdouble* objY,
GLdouble* objZ )
winX, winY, winZ
Specify the window coordinates to be mapped.
model Specifies the modelview matrix (as from a glGetDoublev
call).
proj Specifies the projection matrix (as from a glGetDoublev
call).
view Specifies the viewport (as from a glGetIntegerv call).
objX, objY, objZ
Returns the computed object coordinates.
gluUnProject maps the specified window coordinates into object
coordinates using model, proj, and view. The result is stored in objX,
objY, and objZ. A return value of GL_TRUE indicates success; a return
value of GL_FALSE indicates failure.
To compute the coordinates (objX, objY, and objZ), gluUnProject
multiplies the normalized device coordinates by the inverse of model*proj
as follows:
( )
| |
|_________________ |
( ) | view[2] - 1 |
| objX | | |
| objY | = INV(PM)|_________________ - 1 |
| | | view[3] |
| objZ | | 2(winZ) - 1 |
( W ) | |
( 1 )
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gluUnProject(3G) OpenGL Reference gluUnProject(3G)
INV() denotes matrix inversion. W is an unused variable, included for
consistent matrix notation.
glGet, gluProject
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