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  GLunproject  (Read 193 times)
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Offline jmguillemette
« Posted 2013-12-02 02:58:51 »

I thought i had this working... but drawing it to the screen is not yield the sort of line i would expect.
Unfortunately this is a pre-cursor to raycasting.

I have been working on it for a few days with little to no progress.


I would welcome if anyone can see something that is wrong with this unproject method.

thanks!
j.


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public static Vector3f unproject(int mouseX, int mouseY, float depth){
      Vector3f mouse3DPosition = new  Vector3f();
      IntBuffer viewport = BufferUtils.createIntBuffer(16);
      FloatBuffer modelView = BufferUtils.createFloatBuffer(16);
      FloatBuffer projectionView = BufferUtils.createFloatBuffer(16);
      float winX = mouseX;
      float winY = mouseY;
      FloatBuffer position = BufferUtils.createFloatBuffer(3);      
      // poplulate matrixies
     
      GL11.glPushMatrix();
         GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelView);
         GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, projectionView);
         GL11.glGetInteger(GL11.GL_VIEWPORT, viewport);
         winY = viewport.get(3) - mouseY; // due to inverted coords
          GLU.gluUnProject(winX, winY, depth, modelView, projectionView, viewport, position);
         //position.rewind();
         mouse3DPosition = new Vector3f(position.get(0), -position.get(1), position.get(2));
      GL11.glPopMatrix();
      return mouse3DPosition;
   }
   
   


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Offline jmguillemette
« Reply #1 - Posted 2013-12-02 03:37:38 »

Ok... never mind.. i think i just found what i seem to have accidentally removed from my method.. arg.. dumb moment.. please move on nothing to see here. Smiley

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