In your 3D model, you have two Z values (for depth). Z-near (the 'location' 
of your screen) and Z-far (the furthest z-plane of your 3D model).
The user touches the screen and Xs, Ys.

Now call gluUnProject twice:
gluUnProject(xWin, ((float)screenH)-yWin, *zNear*, modelMatrix,  0, 
projMatrix, 0, mView, 0, *outputCoordsNear*, 0); 
gluUnProject(xWin, ((float)screenH)-yWin, *zFar*, modelMatrix,  0, 
projMatrix, 0, mView, 0, *outputCoordsFar*, 0); 

Now you have a *line *in your 3D model that starts at your screen 
'outputCoordsNear' and ends at 'outputCoordsFar'
Dust off your geometry-class' books and figure out how to move your Square 
so that (the center of) it will intersect with this line. 






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