Hello .. again! :) I have a new problem! I'm trying to get the depth of a vertex from the camera and I am .. confused.
My attempt is getting the world position and multiplying it by the inclusiveMatrixInverse() of the camera. (Btw this gives the same result as multiplying with modelViewMatrix() from the current view, which makes sense I suppose.) What I don't understand now is that the z value of the transformed position does not change at all when I move the camera towards or away from the object. It does change however when I tumble around the object. What I am trying to achieve is a selection tool that ignores elements that are not actually visible. (or I'll go slowly crazy constantly picking the wrong things!!) So my plan is to read the depthbuffer of the viewport to check the depth of my verts against it - and ignore .those with a higher depth. (reading the depthbuffer is easier as worldToView conveniently does the job, properly, but sadly doesn't give me a z value :( ) MPoint pos = iterVtx.position(MSpace::kWorld); pos = camera.inclusiveMatrixInverse()*pos; this at least is correct I hope? Thanks for any hints!! Seb -- view archives: http://groups.google.com/group/python_inside_maya change your subscription settings: http://groups.google.com/group/python_inside_maya/subscribe
