Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 2 of 2

Thread: reversing transformation

  1. #1
    Junior Member Newbie
    Join Date
    Mar 2000
    Posts
    1

    reversing transformation

    Hi,

    I'm writing an opengl application which i need to revert the geometric processing pipeline.
    A two-dimensional screen location coud have originated from anywhere on an entire line in three-dimensional-space. if I use glUnproject i must specify a window deph coordinate (winz). winz=0.0 will request the world coordinate of the transformed point at the near clipping plane, while winz=1.0 will request the point at the far clipping planes.
    I'm intersted to abtain a point at my plane for esample a z=0 plane (the plane xy) . For to do this I would use a my reversing transformation but i have big problems.
    Can I help me?

    Thank,
    Rino Billa.

  2. #2
    Senior Member OpenGL Guru Humus's Avatar
    Join Date
    Mar 2000
    Location
    Stockholm, Sweden
    Posts
    2,444

    Re: reversing transformation

    I don't know if i have understood your problem correctly, but to make a reverse transformation you can multiply with the inverted transformation matrix.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •