So I'm using gluProject to take the 3d coordinates and tell me where on the screen they rendered. The problem is I don't get the same coordinates with gluProject and where they actually ended up rendering. The weird part is that if the difference between the x, y, and z of the camera and the point i'm testing are equal (eg camera at 5,3,4 and point at 2,0,1) it gives the correct values. I'm using gluLookAt() for camera transforms. I have confirmed that the same matrices that I use for rendering are being passed in to gluProject. Below is my rendering code, camera.look(), and my part with gluProject:
Rendering:
glEnable(GL_LIGHTING);
glEnable(GL_NORMAL_ARRAY);
glViewport(0, 0, Display.getHeight(), Display.getHeight());
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.0f, 1, .1f, 1000f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
cam.look();
for (Cube cube : cubes) {
cube.draw();
}
grid.draw();
Camera.look():
void look() {
calcPoints(xAng, yAng);
gluLookAt(x, y, z, x + dx, y + dy, z + dz, 0, 1, 0);
}
part with gluProject:
glViewport(0, 0, Display.getHeight(), Display.getHeight());
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.0f, 1, .1f, 1000f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
cam.look();
modelview = BufferUtils.createFloatBuffer(16); //floatbuffers, defined earlier
projection = BufferUtils.createFloatBuffer(16);
viewport = BufferUtils.createIntBuffer(16);
FloatBuffer result = BufferUtils.createFloatBuffer(3);
glGetFloat(GL_MODELVIEW_MATRIX, modelview);
glGetFloat(GL_PROJECTION_MATRIX, projection);
glGetInteger(GL_VIEWPORT, viewport);
gluProject(1f, 0f, 0f, modelview, projection, viewport, result);
//Utils.printFloatBuffer(projection);
//Utils.printFloatBuffer(modelview);
System.out.println(result.get(0) + " " + result.get(1) + " " + result.get(2));
也许尝试使up矢量与摄像机的方向和位置成直角,而不是始终保持(0,1,0)。
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