skynet

02-01-2006, 03:08 AM

I guess, this is more a math-problem. But since the math forum is hardly visited, I try my luck here...

I have to generate a projection matrix for picking. This matrix builds the frustum around a pixel at a given 2D viewport coordinate. Until now I could generate this matrix from knowns like fov, aspect ratio, near and farplane (symmetric projection), just like I would use glFrustum().

Now I´m facing the problem that I do not know aspect, fov etc. anymore. The only thing I got left is a projection matrix (arbitrary; could be projective, orthographic symmetric or asymmetric)that I get handed over. The challenge is to _manipulate_ that given projection matrix in order to achieve the same effect (i.e. bound the frustum around the pixel that the user clicked on.)

I´m not good at maths in homogeneous coordinates. But I was hoping that I could easily "move" the frustum-planes in clipspace by just manipulating some of the values in the projection matrix. Any hints are welcome.

I have to generate a projection matrix for picking. This matrix builds the frustum around a pixel at a given 2D viewport coordinate. Until now I could generate this matrix from knowns like fov, aspect ratio, near and farplane (symmetric projection), just like I would use glFrustum().

Now I´m facing the problem that I do not know aspect, fov etc. anymore. The only thing I got left is a projection matrix (arbitrary; could be projective, orthographic symmetric or asymmetric)that I get handed over. The challenge is to _manipulate_ that given projection matrix in order to achieve the same effect (i.e. bound the frustum around the pixel that the user clicked on.)

I´m not good at maths in homogeneous coordinates. But I was hoping that I could easily "move" the frustum-planes in clipspace by just manipulating some of the values in the projection matrix. Any hints are welcome.