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Niddles

OpenGL My selection mode is not transforming correctly

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I am trying to implement opengl picking into a program. Even though I am doing the same transformations for both, where I am clicking is not corresponding to what I am picking. It is like the y values for the pick matrix are skewed, because the x is 'mostly' correct. The way I know this is I turned GL_SELECT off and am rendering it directly. The X is working, but it's almost like the Y is reflected and translated a bit. Can anybody pick out what could be causing this (no pun intended)?
//Here is the main drawing

	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
	go3D();
	glPushAttrib(GL_VIEWPORT_BIT);
	glViewport(150, 0, m_width - 150, m_height - 23);
	gluLookAt(0.0, 5.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
	glScalef(m_windowscale.x, m_windowscale.y, m_windowscale.z);
	glRotatef(m_camrotation.x, 1.0, 0.0, 0.0);
	glRotatef(m_camrotation.y, 0.0, 1.0, 0.0);
	glRotatef(m_camrotation.z, 0.0, 0.0, 1.0);
	if(m_gridon)
	{
		drawGrid();
	}
	for(std::vector<Entity*>::iterator it = m_entities.begin(); it != m_entities.end(); it++)
	{
		(*it)->draw();
	}
	if(m_picking)
	{
		beginSelection();
		for(std::vector<Entity*>::iterator it = m_entities.begin(); it != m_entities.end(); it++)
			(*it)->drawPick();
		m_numofhits = endSelection();
	}
	glPopAttrib();

//Begin Selection
void MapBuilderApp::beginSelection()
{
	static int xpos = 0;
	static int ypos = 0;
	glSelectBuffer(m_pickbuffersize, m_pickbuffer);
	//glRenderMode(GL_SELECT);
	glfwGetMousePos(&xpos, &ypos);
	GLint view[4];
	glMatrixMode(GL_PROJECTION);
		glPushMatrix();
		glLoadIdentity();
	glGetIntegerv(GL_VIEWPORT, view);
	gluPickMatrix((double)xpos, (double)ypos, 10.0, 10.0, view);
	gluPerspective(45.0, m_width / (float)m_height, 1.0, 1000.0);
	glMatrixMode(GL_MODELVIEW);
	glInitNames();
}
//End Selection
int MapBuilderApp::endSelection()
{
	int hits;
	
	glMatrixMode(GL_PROJECTION);
		glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
		glFlush();
	
	hits = glRenderMode(GL_RENDER);
	
	return hits;
	
}
//And here is draw() and drawpick()
void Light::draw()
{
	glEnable(GL_POINT_SMOOTH);
	glPushAttrib(GL_COLOR_BUFFER_BIT);
	glPushMatrix();
		glRotatef(m_rotation.x, 1.0, 0.0, 0.0);
		glRotatef(m_rotation.y, 0.0, 1.0, 0.0);
		glRotatef(m_rotation.z, 0.0, 0.0, 1.0);
		glTranslatef(m_position.x, m_position.y, m_position.z);
		glPointSize(15.0);
		glBegin(GL_POINTS);
			glColor3fv(m_diffuse.GetArray());
			glVertex3f(0.0, 0.0, 0.0);
		glEnd();
	glPopMatrix();
	glBegin(GL_LINES);
		glVertex3f(m_position.x, m_position.y, m_position.z);
		glVertex3f(m_position.x, 0.0, m_position.z);
	glEnd();
	glPopAttrib();
	glDisable(GL_POINT_SMOOTH);
}

void Light::drawPick()
{
	glPushName(m_id);
	glPushMatrix();
	draw();
	glPopMatrix();
	glPopName();
}


Any help is appreciated. P.S. I know OpenGL Selection mode is deprecated, I am still going to use it for this little app.

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