[android-developers] Re: gluUnProject again - opengl bug?

2010-02-06 Thread Streets Of Boston
I have no idea how it differs from the original version (as shipped in the SDK). :-) The original version just didn't work and i ported a C-version (google it) into Java. And this seems to work for my app and other developers' apps. On Feb 5, 11:22 pm, Tim Newsham tim.news...@gmail.com wrote:

[android-developers] Re: gluUnProject again - opengl bug?

2010-02-06 Thread Tim Newsham
I opened a bug report on this: http://code.google.com/p/android/issues/detail?id=6502 Could you run my test case (http://www.thenewsh.com/~newsham/unproj/ unproj-tracer.java) with the original unproject function (already there) and with your unproject function and compare the results? I also

[android-developers] Re: gluUnProject again - opengl bug?

2010-02-06 Thread Tim Newsham
FWIW, the following unproject code seems to line up properly for me. Notice that I had to map view coordinates to (-1.25,1.25) instead of from (-2,2). I got these numbers empirically and have no idea why this would be so or how close to the correct values I am. static void fixW(float[] v) {

[android-developers] Re: gluUnProject again - opengl bug?

2010-02-06 Thread Tim Newsham
oops, I meant to (-0.625,0.625) rather than (-1,1) On Feb 6, 10:22 am, Tim Newsham tim.news...@gmail.com wrote: FWIW, the following unproject code seems to line up properly for me. Notice that I had to map view coordinates to (-1.25,1.25) instead of from (-2,2).  I got these numbers

[android-developers] Re: gluUnProject again - opengl bug?

2010-02-05 Thread Streets Of Boston
I found issues with the gluUnProject as well. I wrote a new one for my own app (The Gube) and it works very well. I use gluUnproject for tracking 2D finger-touches and flings into the 3D model-view/space. You can do a gluUnproject search on this forum and you will find this:

[android-developers] Re: gluUnProject again - opengl bug?

2010-02-05 Thread Tim Newsham
Could you explain how your version might differ from the original version? The version in the standard library: computes M = (Projection x Model)^-1 puts world into a homogenous vector V, with x/y coordinates mapped from screen coords to -1.0 to 1.0 and z coordinate mapped from