> > 1.- Never move the camera, move the rest of the world. (Fog works! :)
> What's the difference? ;)

Nothing but all: GL_MODELVIEW_MATRIX and GL_PROJECTION_MATRIX

> I think you should strictly "move the world" only when you move the camera -
> so when you apply the screen-to-world coordinate transformation, you don't
> need to know at that point what the view matrix is.  Otherwise, you'll end
> up applying the view matrix transformation twice - which is wasteful.

I trust the golden rule at http://sjbaker.org/steve/omniv/projection_abuse.html 
 
> > 3.- Save a copy of the model matrix before the target.blit
> > 4.- For each target, project target position and then unproject mouse
> > coords
> > to
> >    get the coords in its plane.
> 
> Target of what?  You'll have to explain this better to me (I'm a newbie
> too).  I'm not sure what you're trying to accomplish.

I draw a 3D cursor over the image, that is far from the screen. (to select it, 
or 3D paint)
Targets are images, with alpha channel. If I touch the image where it is 
transparent, I go to the next image behind.

Or to make a hole in the point where a bullet impacts a image, if it has been 
shot from the camera position (your eyes), and passes thru the monitor screen 
exactly by the mouse coords. (projector & infrared laser mouse ;)

Snapshot: http://zamora.nabla.net/lab/STX1.png

> > Some code for point 4, may be it helps to another newbie.
> > ...
> > that when I rotate the world, the target coords are not correct.
> Actually you need wz as well for the new world coordinates.

You got it, thats why Im getting erroneous coords when rotating the cam... 
scene.
I was thinking 2D, because my target images are 2D planes. Thanks
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