gluUnProject4.3G man page

gluUnProject4 — map window and clip coordinates to object coordinates

C Specification

GLint gluUnProject4( GLdouble winX,

	GLdouble winY,
	GLdouble winZ,
	GLdouble clipW,
	const GLdouble *model,
	const GLdouble *proj,
	const GLint *view,
	GLdouble near,
	GLdouble far,
	GLdouble* objX,
	GLdouble* objY,
	GLdouble* objZ,
	GLdouble* objW )

Parameters

winX, winY, winZ

Specify the window coordinates to be mapped.

clipW

Specify the clip w coordinate 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).

near, far

Specifies the near and far planes (as from a glGetDoublev call).

objX, objY, objZ, objW

Returns the computed object coordinates.

Description

gluUnProject4 maps the specified window coordinates winX, winY and winZ and its clip w coordinate clipW into object  coordinates (objX, objY, objZ, objW) using model, proj and view. clipW can be other than 1 as for vertices in glFeedbackBuffer when data type  GL_4D_COLOR_TEXTURE is returned. This also handles the case where the near and far planes are different from the default, 0 and 1, respectively. A return  value of GL_TRUE indicates success; a return value of GL_FALSE indicates failure.

To compute the coordinates (objX, objY, objZ and objW), gluUnProject4 multiplies the normalized device coordinates by the inverse of model*proj as follows:

(objXobjYobjZobjW)=INV(PM)(2(winX-view[0])view[2]-12(winY-view[1])view[3]-12(winZ-near)(far-near)-1clipW)

INV() denotes matrix inversion.

gluUnProject4 is equivalent to gluUnProject when clipW is 1, near is 0 and far is 1.

Notes

gluUnProject4 is available only if the GLU version is 1.3 or greater.

See Also

glGet(3G), glFeedbackBuffer(3G), gluProject(3G), gluUnProject(3G)