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8.6

gluunproject with glut c++

Asked by sassek in 3D Game Programming, C++ Programming Language, OpenGL Graphics & Game Programming

Tags: opengl c++ glu

hi

can anybody explain why the following code for gluunproject will not give the correct coordinates. i am very new to opengl so a good explanation would be useful to me. i want to be able to click on the glut window and see the correct coordinates to be output to the console window.

thankyou
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#include <cstdlib>
#include <iostream>
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glut.h>
 
using namespace std;
 
double objx, objy, objz;
 
void processMouse(int button, int state, int x, int y)
{
    double modelview[16], projection[16];
    int viewport[4];
    float z;
    
	//get the modelview matrix		
    glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
    //get the projection matrix
    glGetDoublev( GL_PROJECTION_MATRIX, projection );
	//get the viewport		
    glGetIntegerv( GL_VIEWPORT, viewport );
	
    //Read the window z co-ordinate 
    //(the z value on that point in unit cube)		
    glReadPixels( x, viewport[3]-y, 1, 1,
		 GL_DEPTH_COMPONENT, GL_FLOAT, &z );
 
    //Unproject the window co-ordinates to 
    //find the world co-ordinates.
    gluUnProject( x, viewport[3]-y, z, modelview, 
		projection, viewport, &objx, &objy, &objz );
 
    cout << objx << " , " << objy << " , " << objz << "\n";
}
 
void processNormalKeys(unsigned char key, int x, int y) {
 
	if (key == 27)//escape key ascii value 
		exit(0);
}
 
void processSpecialKeys(int key, int x, int y) {
 
}
 
void changeSize(int w, int h) {
 
	// Prevent a divide by zero, when window is too short
	// (you cant make a window of zero width).
	if(h == 0)
		h = 1;
 
	float ratio = 1.0* w / h;
 
	// Reset the coordinate system before modifying
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	
	// Set the viewport to be the entire window
	glViewport(0, 0, w, h);
 
	// Set the correct perspective.
	gluPerspective(45,ratio,1,1000);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}
 
void renderScene(void) {
	glClear(GL_COLOR_BUFFER_BIT);
	glTranslatef(0,0,-300);
	glBegin(GL_LINES);
		glVertex3f(-100.0,0.0,0.0);
		glVertex3f(100.0,0.0,0.0);
		glVertex3f(0.0,-100.0,0.0);
		glVertex3f(0.0,100.0,0.0);
		glVertex3f(0.0,0.0,-100.0);
		glVertex3f(0.0,0.0,100.0);
	glEnd();
	glFlush();
}
 
 
    int main(int argc, char **argv) {
    glClearColor(0,0,0,0);
    glEnable(GL_DEPTH_TEST);//Enable depth testing
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DEPTH | GLUT_SINGLE | GLUT_RGBA);
	glutInitWindowPosition(100,100);
	glutInitWindowSize(320,320);
	glutCreateWindow("glut");
    glutDisplayFunc(renderScene);
    glutReshapeFunc(changeSize);
    glutKeyboardFunc(processNormalKeys);
    glutSpecialFunc(processSpecialKeys);
    glutMouseFunc(processMouse);
    glutMainLoop();
}
[+][-]10/15/09 09:02 AM, ID: 25581936Expert Comment

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[+][-]10/16/09 06:52 AM, ID: 25589514Accepted Solution

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About this solution

Zones: 3D Game Programming, C++ Programming Language, OpenGL Graphics & Game Programming
Tags: opengl c++ glu
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Solution Provided By: ikework
Participating Experts: 1
Solution Grade: A
 
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