gluProject transforms the specified object coordinates into window coordinates using model, proj, and view. The result is stored in winX, winY, and winZ. A return value of GLU_TRUE indicates success, a return value of GLU_FALSE indicates failure. To compute the coordinates, let v = objX objY objZ 1.0 represented as a matrix with 4 rows and 1 column. Then gluProject computes v ″ as follows: v ″ = P × M × v where P is the current projection matrix proj and M is the current modelview matrix model (both represented as 4 × 4 matrices in column-major order). The window coordinates are then computed as follows: winX = view ⁡ 0 + view ⁡ 2 × v ″ ⁡ 0 + 1 2 winY = view ⁡ 1 + view ⁡ 3 × v ″ ⁡ 1 + 1 2 winZ = v ″ ⁡ 2 + 1 2
Copyright 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.
gluProject: man2/gluProject.xml
gluProject transforms the specified object coordinates into window coordinates using model, proj, and view. The result is stored in winX, winY, and winZ. A return value of GLU_TRUE indicates success, a return value of GLU_FALSE indicates failure. To compute the coordinates, let v = objX objY objZ 1.0 represented as a matrix with 4 rows and 1 column. Then gluProject computes v ″ as follows: v ″ = P × M × v where P is the current projection matrix proj and M is the current modelview matrix model (both represented as 4 × 4 matrices in column-major order). The window coordinates are then computed as follows: winX = view ⁡ 0 + view ⁡ 2 × v ″ ⁡ 0 + 1 2 winY = view ⁡ 1 + view ⁡ 3 × v ″ ⁡ 1 + 1 2 winZ = v ″ ⁡ 2 + 1 2