I see you're using the model and projection matrix from openGL for this calculation. Beware that VideoTexture can make rendering during the logic step using a different camera than the main scene camera (for ImageRender and ImageMirror). This may disturb these functions. I'd suggest to use the projection matrix stored in the camera object instead.
> > Log Message: > ----------- > BGE Rasterizer methods to handle Screen Space - > (getScreenPosition, getScreenVect, getScreenRay) > > getScreenPosition(obj): > - Gets the position of an object projected on screen space. > > getScreenVect(x, y): > - Gets the vector from the camera position in the screen > coordinate direction. > > getScreenRay(x, y, dist, property): > - Look towards a screen coordinate (x,y) and find first > object hit within dist that matches prop. > - The ray is a call to KX_GameObject->rayCastTo from the > KX_Camera object. > > Patch [#18589] test files can be found there. Patch reviewed > by Campbell > [..] > + > + GLdouble modelMatrix[16]; > + GLdouble projMatrix[16]; > + GLint viewport[4]; > + GLdouble win[3]; > + > + glGetIntegerv(GL_VIEWPORT, viewport); > + glGetDoublev(GL_MODELVIEW_MATRIX, modelMatrix); > + glGetDoublev(GL_PROJECTION_MATRIX, projMatrix); > + _______________________________________________ Bf-blender-cvs mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-blender-cvs
