Is in QtOpenGL gluUnProject



  • Hi,

    As topic say I'm asking for gluUnProject function for OpenGL. I can't found it in 4_0 Core and I can't found it in newest release.

    Is this function just in basic OpenGL or is implented in Qt?



  • Indeed. With modern OpenGL you are responsible for managing matrices. Luckily Qt provides QMatrix4x4 which you can use to construct a projection matrix and it's inverse.



  • Ok, my camera is based on QMatrix4x4.

    Im using in camera these properties:
    viewMatrix, projectionMatrix and viewProjectionMatrix

    I tried to figure it out with this code:
    @ QMatrix4x4 inverted = m_camera->projectionMatrix() * m_camera->viewMatrix();
    inverted = inverted.inverted();

        float posZ;
    
        m_funcs->glReadPixels(mouse_position.x(), mouse_position.y(), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &posZ);
    
        QVector4D clickedPointOnScreen(mouse_position.x(), mouse_position.y(), posZ, 1.0f);
        QVector4D clickedPointIn3DOrgn = inverted * clickedPointOnScreen;
    
        terrain_pos = clickedPointIn3DOrgn.toVector3D();
    
        qDebug()  << terrain_pos;@
    

    But it returns small values :/
    I'm with camera on position: 250.0f, 10.0f, 250.0f
    And I'm getting: QVector3D(415.715, 99.3959, 6.45992) (cursor is in center of QGLWidget screen, i calculated coords)



  • Hi, I know this is kinda old topic. But I will still reply anyway.
    I was doing the same thing in the past few days and found out that the near-z of the perspective matrix will affect the result.
    Vector3D::unProject() already does the inverting for you.
    When you un-project a value from screen coordinates, it automatically changes the coordinates into the near-z plane.
    if you #include <GL/glu.h> you will find the mythical gluUnproject() function :)


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