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GLUUNPROJECT4(3G)						   OpenGL Manual						 GLUUNPROJECT4(3G)

NAME
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 nearVal, GLdouble farVal, 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). nearVal, farVal 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 coordinatesi: 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 GLU_4D_COLOR_TEXTURE is returned. This also handles the case where the nearVal and farVal planes are different from the default, 0 and 1, respectively. A return value of GLU_TRUE indicates success; a return value of GLU_FALSE indicates failure. To compute the coordinates objX objY objZ objW, gluUnProject4 multiplies the normalized device coordinates by the inverse of model * proj as follows: objX objY objZ objW = INV P M 2 winX - view 0 view 2 - 1 2 winY - view 1 view 3 - 1 2 winZ - nearVal farVal - nearVal - 1 clipW INV denotes matrix inversion. gluUnProject4 is equivalent to gluUnProject() when clipW is 1, nearVal is 0, and farVal is 1. NOTES
gluUnProject4 is available only if the GLU version is 1.3 or greater. SEE ALSO
gluProject(), gluUnProject(), glFeedbackBuffer(), glGet() COPYRIGHT
Copyright (C) 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/. AUTHORS
opengl.org opengl.org 06/10/2014 GLUUNPROJECT4(3G)

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GLUPROJECT(3G)															    GLUPROJECT(3G)

NAME
gluProject - map object coordinates to window coordinates C SPECIFICATION
GLint gluProject( GLdouble objX, GLdouble objY, GLdouble objZ, const GLdouble *model, const GLdouble *proj, const GLint *view, GLdouble* winX, GLdouble* winY, GLdouble* winZ ) delim $$ PARAMETERS
objX, objY, objZ Specify the object coordinates. model Specifies the current modelview matrix (as from a glGetDoublev call). proj Specifies the current projection matrix (as from a glGetDoublev call). view Specifies the current viewport (as from a glGetIntegerv call). winX, winY, winZ Return the computed window coordinates. DESCRIPTION
gluProject transforms the specified object coordinates into window coordinates using model, proj, and view. The result is stored in winX, winY, and winZ. A return value of GL_TRUE indicates success, a return value of GL_FALSE indicates failure. To compute the coordinates, let $v ~=~ ("objX", "objY", "objZ", 1.0)$ represented as a matrix with 4 rows and 1 column. Then gluProject computes $v sup prime$ as follows: v sup prime ~=~ P ~times~ M ~times~ v where $P$ is the current projection matrix proj, $M$ is the current modelview matrix model (both represented as $4 times 4$ matrices in column-major order) and '$times$' represents matrix multiplication. The window coordinates are then computed as follows: "winX" ~=~ "view" (0) ~+~ "view" (2) ~*~ (v sup prime(0) ~+~ 1)~/~2 "winY" ~=~ "view" (1) ~+~ "view" (3)~*~(v sup prime(1) ~+~ 1)~/~2 "winZ" ~=~ (v sup prime(2) ~+~ 1)~/~ 2 SEE ALSO
glGet(3G), gluUnProject(3G) GLUPROJECT(3G)
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