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gluunproject4(3g) [osx man page]

GLUUNPROJECT4(3G)														 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 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, respec- tively. 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: 2(winX - view[0]) ----------------- - 1 view[2] objX 2(winY - view[1]) objY = INV(PM) ----------------- - 1 objZ view[3] W 2(winZ - near) ----------------- - 1 (far - near) clipW 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, glFeedbackBuffer, gluProject, gluUnProject GLUUNPROJECT4(3G)

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GLTEXCOORD(3G)							   OpenGL Manual						    GLTEXCOORD(3G)

NAME
glTexCoord - set the current texture coordinates C SPECIFICATION
void glTexCoord1s(GLshort s); void glTexCoord1i(GLint s); void glTexCoord1f(GLfloat s); void glTexCoord1d(GLdouble s); void glTexCoord2s(GLshort s, GLshort t); void glTexCoord2i(GLint s, GLint t); void glTexCoord2f(GLfloat s, GLfloat t); void glTexCoord2d(GLdouble s, GLdouble t); void glTexCoord3s(GLshort s, GLshort t, GLshort r); void glTexCoord3i(GLint s, GLint t, GLint r); void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r); void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r); void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q); void glTexCoord4i(GLint s, GLint t, GLint r, GLint q); void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q); void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q); PARAMETERS
s, t, r, q Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command. C SPECIFICATION
void glTexCoord1sv(const GLshort * v); void glTexCoord1iv(const GLint * v); void glTexCoord1fv(const GLfloat * v); void glTexCoord1dv(const GLdouble * v); void glTexCoord2sv(const GLshort * v); void glTexCoord2iv(const GLint * v); void glTexCoord2fv(const GLfloat * v); void glTexCoord2dv(const GLdouble * v); void glTexCoord3sv(const GLshort * v); void glTexCoord3iv(const GLint * v); void glTexCoord3fv(const GLfloat * v); void glTexCoord3dv(const GLdouble * v); void glTexCoord4sv(const GLshort * v); void glTexCoord4iv(const GLint * v); void glTexCoord4fv(const GLfloat * v); void glTexCoord4dv(const GLdouble * v); PARAMETERS
v Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates. DESCRIPTION
glTexCoord specifies texture coordinates in one, two, three, or four dimensions. glTexCoord1 sets the current texture coordinates to s 0 0 1; a call to glTexCoord2 sets them to s t 0 1. Similarly, glTexCoord3 specifies the texture coordinates as s t r 1, and glTexCoord4 defines all four components explicitly as s t r q. The current texture coordinates are part of the data that is associated with each vertex and with the current raster position. Initially, the values for s, t, r, and q are (0, 0, 0, 1). NOTES
The current texture coordinates can be updated at any time. In particular, glTexCoord can be called between a call to glBegin() and the corresponding call to glEnd(). When the ARB_imaging extension is supported, glTexCoord always updates texture unit GL_TEXTURE0. ASSOCIATED GETS
glGet() with argument GL_CURRENT_TEXTURE_COORDS SEE ALSO
glMultiTexCoord(), glTexCoordPointer, glVertex() 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 GLTEXCOORD(3G)
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