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## 5 posts in this topic

Hello I want to conver screen coordinate to OPENGL coordinate. but glReadPixels  function doesnt work .

I'm using c#. For two days I couldnt solve this problem. the code is below:

void ikt_viewPort3d_MouseDown(object sender, System.Windows.Forms.MouseEventArgs e)
{
unsafe
{
float winX, winY, winZ;
isClicked= true;
Int32[] viewPort = new Int32[4];
GL.glGetIntegerv(GL.GL_VIEWPORT, viewPort);
double[] modelView = new double[16];
GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, modelView);
double[] projection = new double[16];
GL.glGetDoublev(GL.GL_PROJECTION_MATRIX, projection);
winX = eXPre = (float)e.X;
winY = eYPre = (float)e.Y;
winY = viewPort[3] - winY;
byte[] byt = new byte[4];
uint[] pix=new uint[1];
GL.glReadPixels((int)winX, (int)winY, 1, 1, GL.GL_DEPTH_COMPONENT, GL.GL_FLOAT, byt);
winZ = System.BitConverter.ToSingle(byt, 0);
double objX, objY, objZ;
GL.gluUnProject(winX, winY, winZ, modelView, projection, viewPort, out objX, out objY, out objZ);
MessageBox.Show("x : " + winX.ToString() + "y: " + winY.ToString() + "z: " + winZ.ToString());
MessageBox.Show("x : " + objX.ToString() + "y: " + objY.ToString() + "z: " + objZ.ToString());
}

}

I'm waiting your answer . Thanks....The solution is very valuable for me.

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t3dpoint __fastcall TModelGroupHandler::GetPositionFromSpaceDepth(int X, int Y, HWND hwnd)
{
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, int( DISPLAY_WIDTH), int(DISPLAY_HEIGHT));
glMatrixMode(GL_PROJECTION);
gluPerspectiveA(90.0, DISPLAY_WIDTH/DISPLAY_HEIGHT,0.10f, 1000.0f * 1000.0f * 1000.0f);
glMatrixMode(GL_MODELVIEW);

glPushMatrix();

gluLookAt(base->eyepos.x,base->eyepos.y,base->eyepos.z,
base->eyepointingpos.x,base->eyepointingpos.y,base->eyepointingpos.z,base->upvector.x,
base->upvector.y,base->upvector.z);

base->DrawDepthBillboard(last_depth); //default 100 meters away

TPoint mouse;
GetCursorPos(&mouse);
ScreenToClient(hwnd, &mouse);
t3dpoint depth_result;
depth_result = base->Reproduce_Mouse_coordinates(mouse.x,mouse.y);

glPopMatrix();
return depth_result;
}

t3dpoint __fastcall ModelGroupEditor::Reproduce_Mouse_coordinates(int x, int y)
{
t3dpoint res;
glGetDoublev( GL_PROJECTION_MATRIX, mprojection );
glGetDoublev( GL_MODELVIEW_MATRIX, mmodelview );
glGetIntegerv( GL_VIEWPORT, mviewport );

int wy = mviewport[3] -y;
double nx,ny,nz;      //  double fx,fy,fz;
double	winX = double(x);
double	winY = double(mviewport[3]) - double(y);
double winZ;
float * pdata = new float;
float pk;

pk = (*pdata);
delete pdata;
winZ = double(pk);

gluUnProject(winX, winY, winZ, mmodelview, mprojection, mviewport, &nx, &ny, &nz);

res.x = float(nx);
res.y = float(ny);
res.z = float(nz);

return res;
}



if your code looks like this and you still have no results check your drawing code / or you just have float / double problem anyway this code works in C++

Edited by ___
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Also I found this code on the web. it seems works. But maybe reason could be my dll files.

I use very old dll files. http://sourceforge.net/projects/csgl/files/

may be dll files has a problem.

I prepared simple interface to testing the  codes.
There is source code and exe files.
Project name DXFTOOPENGL.EXE.

If you have time Could you look for help? If you dont have a time no
problem.

https://dl.dropboxusercontent.com/u/51690534/TEST.rar


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i gave you working code just port it to c#, these exe files don't work

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Actually your code and my code is nearly same except :  glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

But I use in my project OPENGL C# wrapper. And C# wrapper is very old :http://csgl.sourceforge.net/

Maybe this wrapper is old and it has bug. I dont know. I decided to use OPENTK SDK for c#.

if you have any advice OPENGL SDK for c# . Or which OPENGL sdk is good for CAD .

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void ikt_viewPort3d_MouseDown(object sender, System.Windows.Forms.MouseEventArgs e)
{
unsafe
{

float winX, winY, winZ;
ilkTikYapildi = true;
Int32[] viewPort = new Int32[4];
GL.glGetIntegerv(GL.GL_VIEWPORT, viewPort);
double[] modelView = new double[16];
GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, modelView);
double[] projection = new double[16];
GL.glGetDoublev(GL.GL_PROJECTION_MATRIX, projection);
winX = eXPre = (float)e.X;
winY = eYPre = (float)e.Y;
winY = viewPort[3] - winY;
byte[] byt = new byte[4];
float[] flt=new float[4];
uint[] pix=new uint[1];
GL.glEnable(GL.GL_DEPTH_TEST);
GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);// and why are you using it
GL.glPixelStorei(GL.GL_PACK_ALIGNMENT, 1);// and why are you using it
GL.glFinish();// and why are you using it
GL.glReadPixels((int)winX, (int)winY, 1, 1, GL.GL_DEPTH_COMPONENT, GL.GL_FLOAT, byt);//wtf man
winZ = System.BitConverter.ToSingle(byt, 0);//wtf man

uint[] den1 = new uint[100];<-- since when float result is uint[100]

GL.glReadPixels((int)winX, (int)winY, 1, 1, GL.GL_DEPTH_COMPONENT, GL.GL_FLOAT, den1);//here its okay but should be integers without cast

//now see this code below and compare it  with mine
double objX, objY, objZ;
GL.gluUnProject(winX, winY, aktifZoomDegeri, modelView, projection, viewPort, out objX, out objY, out objZ);
why the f*** are you using here floats????????? and wtf is aktifzoomdegeri dont even tell me i dont want to know
}

}
}



i told you to make it like mine but you use floats instead integers, floats instead doubles and aktifzoomdegeri is what? should be winZ (in your code it should be den1 cast to double since den1 should be float (make new variable and cast to it), i am tired of telling you this over and over and over again.

Edited by ___
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