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I have a problem converting mouse coordinates to 3d world coordinates. I implemented a basic tile test: I draw quads, starting at x=0,z=0, keeping y constant for the moment. I use the following code I found in Berlioz to convert the mouse coords:
vector3f GetOGLPos(int x, int y)
    GLint viewport[4];
    GLdouble modelview[16];
    GLdouble projection[16];
    GLfloat winX, winY, winZ;
    GLdouble posX, posY, posZ;
    //float v[3];

    glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
    glGetDoublev( GL_PROJECTION_MATRIX, projection );
    glGetIntegerv( GL_VIEWPORT, viewport );

    winX = (float)x;
    winY = (float)viewport[3] - (float)y;
    glReadPixels( x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );

    gluUnProject( winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ);
    return vector3f(posX,posY,posZ);

But, when I scroll the tiles by translating the world I start getting wrong results. Can somebody give me an idea about how to do this?

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