[gameprogrammer] Re: screen to world coord conversion in OpenGL

  • From: "Alan Wolfe" <alan.wolfe@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Mon, 17 Mar 2008 14:47:48 -0700

Pick up a copy of this book, it's seriously worth it's weight in gold.

It'll help you out with this and many other situations (:

http://www.amazon.com/Real-Time-Collision-Detection-Interactive-Technology/dp/1558607323/ref=pd_bbs_sr_1?ie=UTF8&s=books&qid=1205790448&sr=8-1


On 3/17/08, Luo Hei <luo_hei@xxxxxxxx> wrote:
> Alan Wolfe escribió:
> > If this helps, another way to do it is think of it like this.
> >
> > When you click on a point with the mouse, it covers up 1 pixel.  What
> > is under the mouse could be near, or it could be far.
> >
> > So, what you do is cast a ray that follows that path from where you
> > clicked the mouse into the scene, and find the closest intersection of
> > the ray to an object that you care about.
> >
> Yes, but what Im looking for is for some tutorial illustrating the
> involved maths. So far I have found (I think, havent tested yet) how to
> cast the ray from near to the far clip plane. How to determine if the
> ray intersects some of the quads still escapes from my comprehension.
>
>
>
> --
> What one fool can do, another can.
> Silvanus P. Thompson
>
>
>
>
>
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