gluPickMatrix() gluPickMatrix()
gluPickMatrix - define a picking region
void gluPickMatrix(
GLdouble x,
GLdouble y,
GLdouble delX,
GLdouble delY,
GLint *viewport );
Specify the center of a picking region in window coordinates.
Specify the width and height, respectively, of the
picking region in window coordinates. Specifies the current
viewport (as from a glGetIntegerv() call).
gluPickMatrix() creates a projection matrix that can be
used to restrict drawing to a small region of the viewport.
This is typically useful to determine what objects
are being drawn near the cursor. Use gluPickMatrix() to
restrict drawing to a small region around the cursor.
Then, enter selection mode (with glRenderMode()) and
rerender the scene. All primitives that would have been
drawn near the cursor are identified and stored in the
selection buffer.
The matrix created by gluPickMatrix() is multiplied by the
current matrix just as if glMultMatrix() is called with
the generated matrix. To effectively use the generated
pick matrix for picking, first call glLoadIdentity() to
load an identity matrix onto the perspective matrix stack.
Then call gluPickMatrix(), and finally, call a command
(such as gluPerspective()) to multiply the perspective
matrix by the pick matrix.
When using gluPickMatrix() to pick NURBS, be careful to
turn off the NURBS property GLU_AUTO_LOAD_MATRIX. If
GLU_AUTO_LOAD_MATRIX is not turned off, then any NURBS
surface rendered is subdivided differently with the pick
matrix than the way it was subdivided without the pick
matrix.
When rendering a scene as follows: glMatrixMode(GL_PROJECTION);
glLoadIdentity(); gluPerspective(...); glMatrixMode(GL_MODELVIEW);
/* Draw the scene */
a portion of the viewport can be selected as a pick region
like this: glMatrixMode(GL_PROJECTION); glLoadIdentity();
gluPickMatrix(x, y, width, height, viewport); gluPerspective(...);
glMatrixMode(GL_MODELVIEW); /* Draw the scene
*/
glGet(3), glLoadIndentity(3), glMultMatrix(3), glRenderMode(3), gluPerspective(3)
gluPickMatrix()
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