![]() T_SCALAR Coef16 = (T_SCALAR)(m * m - m * m) T_SCALAR Coef15 = (T_SCALAR)(m * m - m * m) T_SCALAR Coef14 = (T_SCALAR)(m * m - m * m) T_SCALAR Coef12 = (T_SCALAR)(m * m - m * m) T_SCALAR Coef11 = (T_SCALAR)(m * m - m * m) T_SCALAR Coef10 = (T_SCALAR)(m * m - m * m) T_SCALAR Coef08 = (T_SCALAR)(m * m - m * m) T_SCALAR Coef07 = (T_SCALAR)(m * m - m * m) T_SCALAR Coef06 = (T_SCALAR)(m * m - m * m) T_SCALAR Coef04 = (T_SCALAR)(m * m - m * m) T_SCALAR Coef03 = (T_SCALAR)(m * m - m * m) T_SCALAR Coef02 = (T_SCALAR)(m * m - m * m) T_SCALAR Coef00 = (T_SCALAR)(m * m - m * m) ![]() Void mat44_inverse( T_MD &res, const T_MS &m ) See the answers to the Stack Overflow Question inverting a 4x4 matrix to see how to calculate a inverse matrix: template Transform back by the inverse modelview matrix.Transform back by the inverse projection matrix.If you want to convert back a point from the Normalized Device Coordinates (NDC) to the world space you have to do the exactly reverse transformations: Transformation by the projection matrix (regardless of whether you have perspective or orthographic projection).Īfter this transformations the coordinates are in the Normalized Device Coordinates space (NDC).Transformation by the modelview matrix (which may consists of a separated model matrix and view matrix).If you draw something on the viewport the following transformations are performed: ![]() nb : agir sur a14, a24 déplace le centre "de rotation" Inline void CMatrix4::PerspectiveFOV(typeCoorDepl Fov, typeCoorDepl Ratio, typeCoorDepl Near, typeCoorDepl Far) Here my OrthoOffCenter and PerspectiveFOV function : inline void CMatrix4::OrthoOffCenter(typeCoorDepl Left, typeCoorDepl Top, typeCoorDepl Right, typeCoorDepl Bottom, typeCoorDepl Near, typeCoorDepl Far)Ī11 = 2 / (Right - Left) a12 = 0.0f a13 = 0.0f a14 = (Left + Right) / (Left - Right) Ī21 = 0.0f a22 = 2 / (Top - Bottom) a23 = 0.0f a24 = (Bottom + Top) / (Bottom - Top) ![]() * Map x and y from window coordinates */ Proj.PerspectiveFOV((70.0*pi / 180), largeFen / hautFen, proche, loin) ĬursY = hautFen - cursY // windows start from top-left as openGL from bottom-left Proj.PerspectiveFOV((70.0*pi / 180) / 2, largeFen / hautFen, proche, loin) Ĭase 3: // mode isometrique rotation centree sur l'ecranĬase 4: // mode conique rotation centree sur l'objet et non sur l'ecran Proj.OrthoOffCenter(-(largeFen / 2.0f), (hautFen / 2.0f), (largeFen / 2.0f), -(hautFen / 2.0f), proche, loin) Ĭase 2: // mode conique rotation centree sur l'ecran ModelView.LookAt(TVector3T(sendAngleX, angleY, SendAngleZ), TVector3T(0, 0, 0)) Ĭase 1: // mode isometrique rotation centree sur l'ecran Renderer.GetMatrix(MAT_PROJECTION, proj) Renderer.GetMatrix(MAT_MODELVIEW, modelView) In fact in my world I have a surface at Z=0 and I want to have the 3d coordinates of a point in that surface so with Z=0. I made some research but values returned are uncoherent. I am trying to get world Coordinates from screen coordinates with OpenGl.
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