📄 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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