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📄 fgluunproject.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fgluUnProject</STRONG>	- map window coordinates to object coordinates     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  INTEGER*4 <STRONG>fgluUnProject</STRONG>( REAL*8 <EM>winX</EM>,				   REAL*8 <EM>winY</EM>,				   REAL*8 <EM>winZ</EM>,				   CHARACTER*8 <EM>model</EM>,				   CHARACTER*8 <EM>proj</EM>,				   CHARACTER*8 <EM>view</EM>,				   CHARACTER*8 <EM>objX</EM>,				   CHARACTER*8 <EM>objY</EM>,				   CHARACTER*8 <EM>objZ</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>winX</EM>,	<EM>winY</EM>, <EM>winZ</EM>			  Specify the window coordinates to be mapped.	  <EM>model</EM>		  Specifies the	modelview matrix (as from a			  <STRONG>glGetDoublev</STRONG> call).	  <EM>proj</EM>		  Specifies the	projection matrix (as from a			  <STRONG>glGetDoublev</STRONG> call).	  <EM>view</EM>		  Specifies the	viewport (as from a			  <STRONG>glGetIntegerv</STRONG>	call).	  <EM>objX</EM>,	<EM>objY</EM>, <EM>objZ</EM>			  Returns the computed object coordinates.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fgluUnProject</STRONG>	maps the specified window coordinates into	  object coordinates using <EM>model</EM>, <EM>proj</EM>,	and <EM>view</EM>.  The result	  is stored in <EM>objX</EM>, <EM>objY</EM>, and <EM>objZ</EM>. A return value of <STRONG>GL_TRUE</STRONG>	  indicates success; a return value of <STRONG>GL_FALSE</STRONG>	indicates	  failure.	  To compute the coordinates (<EM>objX</EM>, <EM>objY</EM>, and <EM>objZ</EM>),	  <STRONG>fgluUnProject</STRONG>	multiplies the normalized device coordinates	  by the inverse of <EM>model</EM>*<EM>proj</EM> as follows:				     |			     |				     |<STRONG>______</STRONG>_<STRONG>_</STRONG>_<STRONG>________</STRONG>	     |		  (	  )	     |	   view[2]	- 1  |		  | objX  |	     |			     |		  | objY  | = INV(PM)|<STRONG>______</STRONG>_<STRONG>_</STRONG>_<STRONG>________</STRONG>	- 1  |		  |	  |	     |	   view[3]	     |		  | objZ  |	     |	   2(winZ) - 1	     |		  (  W	  )	     |			     |				     (		1	     )	  INV()	denotes	matrix inversion. W is an unused variable,	  included for consistent matrix notation.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glGet</STRONG>, <STRONG>fgluProject</STRONG></PRE></BODY></HTML>

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