On Feb 2, 2008 5:10 PM, Txema Vicente <[EMAIL PROTECTED]> wrote:

>  > 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
>

Yes, the "golden rule" sounds right too me.   I wasn't suggesting you apply
the world transformation on the projection matrix.  Rather *not* to apply
the world transformation on the stack and then later repeat the
transformation in your mouse handler.  You should only do it strictly once
per loop in your app - or each time the "camera" moves.


> 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
>

You might want to try glReadPixels for this.  I would guess that it should
give the Z depth right away, so can right away pick the object with the
nearest Z value.  But I'm not absolutely sure of this - never tried.   If it
does work, it will definitely simplify your algorithm for selecting the
object.  Otherwise, it sounds like you're on the right track.

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              d.p.s

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