GLdouble winY,
GLdouble winZ,
GLdouble clipW,
const GLdouble *model,
const GLdouble *proj,
const GLint *view,
GLdouble nearVal,
GLdouble farVal,
GLdouble* objX,
GLdouble* objY,
GLdouble* objZ,
GLdouble* objW )
PARAMETERS
winX, winY, winZ
Specify the window coordinates to be mapped.
clipW Specify the clip w coordinate to be mapped.
model Specifies the modelview matrix (as from a glGetDoublev
call).
proj Specifies the projection matrix (as from a glGetDoublev
call).
view Specifies the viewport (as from a glGetIntegerv call).
nearVal, farVal Specifies the near and far planes (as from a glGetDou‐
blev call).
objX, objY, objZ, objW
Returns the computed object coordinates.
DESCRIPTION
gluUnProject4 maps the specified window coordinates winX, winY and winZ
and its clip w coordinate clipW into object coordinates (objX, objY,
objZ, objW) using model, proj and view. clipW can be other than 1 as for
vertices in glFeedbackBuffer when data type GL_4D_COLOR_TEXTURE is re‐
turned. This also handles the case where the nearVal and farVal planes
are different from the default, 0 and 1, respectively. A return value
of GL_TRUE indicates success; a return value of GL_FALSE indicates fail‐
ure.
To compute the coordinates (objX, objY, objZ and objW), gluUnProject4
multiplies the normalized device coordinates by the inverse of
model*proj as follows:
objX
⎝objY⎠=INV(PM)⎝_______________−1 ⎠
objZ _______________−1
objW ________________−1
clipW
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