> Hi Renan, > > what I do for this is the following: > > - compute the line behind the mouse cursor perpendicular to the screen. > You will ned the transformation and view matrices for this > > - intersect this line with a plane parallel to the screen through the > origin. You can use the line computed before as a normal vector for this > plane > > The intersection gives a point that is > a) behind the mouse > b) as close to the origin as possible > > The choice for the depth might be another, but this one makes sense in > some way! > > Regards, > > Andreas
Hi, Andreas. Sorry I took so long to reply. I still haven't tried your method, but that's because I didn't understand it right away. I'll read a little bit more of the documentation to see the classes and methods that I need, and when I do it, I'll let you know. Thanks, Renan M Z Mendes
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