gluProject matrix problems

Hello Everybody,

I am trying to calculate the position of a light using gluProject(…). However, I am having a problem obtaining the matrices required by the function call. Here is my code:

////////////////////////////////////////////////////////////////////
	///!\brief renders the light map to the pixel data
	///convert the lights position to screen coordinates, store this data
	///read the pixel data at the position of the light
	///manipulate the data using the light map
	///set the rasterpos to be at the positon on screen
	///draw the pixel array into memory
	////////////////////////////////////////////////////////////////////
	bool Render()
	{
		GLdouble x = myPosition.left;
		GLdouble y = myPosition.top;
		GLdouble z = 0;

		//window coordinents
		GLdouble wx = 0;
		GLdouble wy = 0;
		GLdouble wz = 0;

		GLdouble* Model = 0, *Projection = 0;
		GLint*    View = 0;

		//get the current active matrices
		glMatrixMode(GL_MODELVIEW);
		glGetDoublev (GL_MODELVIEW_MATRIX,  Model);
		glMatrixMode(GL_PROJECTION);
		glGetDoublev (GL_PROJECTION_MATRIX, Projection);
		glMatrixMode(GL_VIEWPORT);
		glGetIntegerv(GL_VIEWPORT,   View);

		//calculate the screen space components
		if(gluProject(x, y, z, Model, Projection, View, &wx, &wy, &wz) != GL_TRUE)
			return false;

		//check if the window positions are outside the window coordinates
		if(wx < 0 || wx >= 800)
			return false;
		else if(wy < 0 || wy >= 600)
			return false;

		//obtain the pixels at the location
		char* Pixel = 0;
		GLint px = (GLint)x;
		GLint py = (GLint)y;

		GLsizei width = (GLsizei)myPosition.width;
		GLsizei height = (GLsizei)myPosition.height;

		glReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, Pixel);

		//add the lightmap values to the current pixels
		for(int y = 0; y < height; y++)
		{
			for(int x = 0; x < width; x++)
			{
				Pixel[(width*y)+x] += LightMap->GetValue(x,y);
			}
		}

		//move the raster pointer
		glRasterPos2d(x, y);

		//copy the memory
		glDrawPixels(width, height, GL_RGB, GL_UNSIGNED_BYTE, Pixel);

		//retrun true lol
		return true;
	};

I am using SFML, and since SFML does a lot of work for you, I am not very familiar with OpenGL at all. As far as I am concerned, the whole thing could be wrong.

Any help would be appreciated.

Well, what i was doing was not declaring matrices to send to gluProject. It runs, but the output is not what i intended.