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Golden Dragon

OpenGL Help with gluUnProject

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I am currently working on an editor, and need to be able to find out where on the xz-plane that the user clicks on, so that they could add a new object at that location. From what I've read, this can be achieved with gluUnProject, but I can't get it to work right. Here is the code I have at the moment:
GLdouble mModel[16], mProj[16];
GLint    viewport[4];
GLdouble objXn, objYn, objZn;
GLdouble objXf, objYf, objZf;

glGetDoublev(GL_MODELVIEW_MATRIX, mModel);
glGetDoublev(GL_PROJECTION_MATRIX, mProj);
glGetIntegerv(GL_VIEWPORT, viewport);

nY = viewport[3] - nY;

// get the points
//gluUnProject( nX, nY, 0.0f, mModel, mProj, viewport, &objXn, &objYn, &objZn);
gluUnProject( nX, nY, 1.0f, mModel, mProj, viewport, &objXf, &objYf, &objZf);

tVec3D vPoint;

double dist = -objYn/(objYn-objYf);

vPoint[VEC_X] = objXn + dist*(objXn-objXf);
vPoint[VEC_Y] = objYn + dist*(objYn-objYf);
vPoint[VEC_Z] = objZn + dist*(objZn-objZf);

However, vPoint does not have the correct values in it. For example, if I click on -1,0,0 vPoint will have something strange like -36, 0, -360, which is definitely not right. What am I doing wrong? Thanks Golden Dragon

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I was having a similar problem a while back, and it turned out that my modelview and proj matricies were incorrect. You need to handle your mouse clicks after you call gluLookAt() (or after all of your translations/rotations needed to orient your world).

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