Trying to convert 3d coordinate into 2d screen space with glhProjectf

Hi everybody,

i did use the opencv Source for glhProjectf code to convert a 3D Coordinate into a 2D Point.
Here is my coding:

int glhProjectf(float objx, float objy, float objz, float *modelview, float *projection, int *viewport, float *windowCoordinate)
{
//Transformation vectors
float fTempo[8];
//Modelview transform
fTempo[0] = modelview[0] * objx + modelview[4] * objy + modelview[8] * objz + modelview[12]; //w is always 1
fTempo[1] = modelview[1] * objx + modelview[5] * objy + modelview[9] * objz + modelview[13];
fTempo[2] = modelview[2] * objx + modelview[6] * objy + modelview[10] * objz + modelview[14];
fTempo[3] = modelview[3] * objx + modelview[7] * objy + modelview[11] * objz + modelview[15];
//Projection transform, the final row of projection matrix is always [0 0 -1 0]
//so we optimize for that.
fTempo[4] = projection[0] * fTempo[0] + projection[4] * fTempo[1] + projection[8] * fTempo[2] + projection[12] * fTempo[3];
fTempo[5] = projection[1] * fTempo[0] + projection[5] * fTempo[1] + projection[9] * fTempo[2] + projection[13] * fTempo[3];
fTempo[6] = projection[2] * fTempo[0] + projection[6] * fTempo[1] + projection[10] * fTempo[2] + projection[14] * fTempo[3];
fTempo[7] = -fTempo[2];
//The result normalizes between -1 and 1
if (fTempo[7] == 0.0) //The w value
return 0;
fTempo[7] = 1.0 / fTempo[7];
//Perspective division
fTempo[4] *= fTempo[7];
fTempo[5] *= fTempo[7];
fTempo[6] *= fTempo[7];
//Window coordinates
//Map x, y to range 0-1
windowCoordinate[0] = (fTempo[4] * 0.5 + 0.5)*viewport[2] + viewport[0];
windowCoordinate[1] = (fTempo[5] * 0.5 + 0.5)*viewport[3] + viewport[1];
//This is only correct when glDepthRange(0.0, 1.0)
windowCoordinate[2] = (1.0 + fTempo[6])*0.5; //Between 0 and 1
std::cout << “[” << windowCoordinate[0] << “,” << windowCoordinate[1] << “]” << std::endl;
return 1;
}

int main()
{
float objX, objY, objZ;
objX = 1;
objY = 2;
objZ = 3;
int res;

float modelview[16];
float projection[16];
int viewport[4];
float windowcoordinate[4];

/*glGetFloatv(GL_MODELVIEW_MATRIX, modelview);
glGetFloatv(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewport);*/


res = glhProjectf(objX, objY, objZ, modelview, projection, viewport, windowcoordinate);

getchar();
getchar();
return 0;

}

My Output is the following:
[ -1.84467e+017 , -1.8447e+017]

So what went wrong ? I cannot interpret the result of the conversion but i am pretty sure that the 2D Point cannot be the same for x_2D and y_2D.

Oh and the link to the Source code is this one: GluProject and gluUnProject code - OpenGL Wiki

I hope you can help me with this problem!