problems with gluUnproject ()?

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0 comments, last by crazy_andy 19 years, 3 months ago
Hello, iam using gluUnproject () function to retrieve the object coordinates from the screen coordinates. when i click on a point (2,2,2) i get the output from the function as(2.218335,2.226619,-0.000000) when i click on a point (3,3,3) i get the output as (2.218335,2.226619,-0.000000) when i click on a point (4,4,4) i get the output as (3.079899,3.084041,-0.000000) when i click on a point (5,5,5) i get the output as (3.079899,3.084041,-0.000000) why is there such a discrepancy in the actual values and the returned values of the function?? is it the nature of the function itself or there is some other problem with my code?? i want to retrieve atleast the x-coordinate more or less exactly?? plz help me ,may be with any other possible solution. thanking you, vamsee. the code is as follows: #include <GL/glut.h> #include <stdlib.h> #include <stdio.h> void display (void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); // glu.gluLookAt(1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0); // glu.gluLookAt(0.0,0.5,0,0,0.0,0.05,0,0,1); glOrtho(0.0, 5.0, 0.0, 5.0, 0.0, 5.0); //glTranslatef(-5.0f, 0.0f, 0.0f); // gl.glRotatef(rtri,0,6.0f,0); // glu.gluLookAt(camerax, cameray, cameraz, 0, 0.0, 0.05, 0, 1, 1); glPointSize(5); // for (i = 0, j = i + 1; i < array11.size() - 1; i++, j++) // { // if (arraya1[j] == arraya1 + 1) // { glBegin(GL_POINTS); glVertex3d(1,1,1); glVertex3d(2,2,2); glVertex3d(3,3,3); glVertex3d(4,4,4); glVertex3d(5,5,5); glEnd(); // } // } glFlush(); } void reshape(int w, int h) { glViewport(0,0,(GLsizei) w ,(GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0,(GLfloat) w / (GLfloat) h,1.0,100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void mouse (int button,int state,int x,int y) { GLint viewport[4]; GLdouble mvmatrix[16],projmatrix[16]; GLint realy; GLdouble wx,wy,wz; int returnvalue1=0,returnvalue2=0; // glLoadIdentity(); switch (button) { case GLUT_LEFT_BUTTON: if( state ==GLUT_DOWN) { glGetIntegerv(GL_VIEWPORT,viewport); glGetDoublev(GL_MODELVIEW_MATRIX,mvmatrix); glGetDoublev(GL_PROJECTION_MATRIX,projmatrix); realy = viewport[3]- (GLint) y -1; printf("Coordinates at cursor are (%4d,%4d) \n ",x ,realy); returnvalue1 = gluUnProject((GLdouble) x,(GLdouble) realy,0.0,mvmatrix,projmatrix,viewport,&wx,&wy,&wz); printf("returnvalue1 is %d \n",returnvalue1); printf("World coords at z= 0.0 are (%f,%f,%f) \n",wx,wy,wz); returnvalue2 = gluUnProject((GLdouble) x,(GLdouble) realy,1.0,mvmatrix,projmatrix,viewport,&wx,&wy,&wz); printf("return value2 is %d \n",returnvalue2); printf("World coords at z= 1.0 are (%f,%f,%f) \n",wx,wy,wz); } break; case GLUT_RIGHT_BUTTON: if (state == GLUT_DOWN) exit(0); break; default: break; } } int main(int argc , char** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB ); glutInitWindowSize(500,500); glutInitWindowPosition(100,100); glutCreateWindow(argv[0]); glutDisplayFunc(display); glutReshapeFunc(reshape); glutMouseFunc(mouse); glutMainLoop(); return 0; }
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how could you click on the point 3,3,3

since you can only move the mouse in 2d. Could the discrepancy come from the program thinking that you ar clicking on some point in front or behind the actual point you want?
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