Maps object coordinates to window coordinates.
Returns GL_TRUE indicates success, a return value of GL_FALSE indicates failure.
gluProject transforms the specified object coordinates into window coordinates using modelMatrix, projectionMatrix, and viewport. The result is stored in winX, winY, and winZ. A return value of GL_TRUE indicates success, a return value of GL_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 x M x v
Where P is the current projection matrix projectionMatrix, M is the current modelview matrix modelMatrix (both represented as 4x4 matrices in column-major order) and 'x' represents matrix multiplication.
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
Glu Class | Tao.OpenGl Namespace | glGetDoublev | glGetIntegerv | gluUnProject