Nothing comes easy. :-)
Google it. Open up your geometry books. Do whatever is necessary to make it
happen. The information is out there and you can learn it and apply it to
your app.
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To pos
isn't exist a easiest way to do it...? i think i need a little help
with that algorithm
On Nov 8, 4:03 pm, Streets Of Boston wrote:
> 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
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, m
also, your function is giving me NaN allways :S
01-04 17:18:11.334: DEBUG/X(2887): X: NaN
01-04 17:18:11.334: DEBUG/X(2887): Y: NaN
01-04 17:18:11.334: DEBUG/X(2887): Z: NaN
On Nov 8, 1:39 am, Streets Of Boston wrote:
> I experienced similar issues with gluUnProject. I w
I'm checking your code, but i still have the same problem with your
code żwich winZ value i have to pass to your function? how to get
that Z value?
Please answer :/
On Nov 8, 1:39 am, Streets Of Boston wrote:
> I experienced similar issues with gluUnProject. I wrote my own
> implementation.
I experienced similar issues with gluUnProject. I wrote my own
implementation. I posted it on this board a few years ago:
https://groups.google.com/d/msg/android-developers/nSv1Pjp5jLY/wX9QEe6jzwcJ
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OpenGL ES (1.0 and 2.0) does not offer a way to read the depth buffer. You
can fake it in 2.0 by using a custom shader to render the scene in an FBO.
Here's the fragment shader I've used in the past to achieve this:
// uniform float UNI_near;
// uniform float UNI_far;
void main() {
// Non-lin
On Mon, Nov 7, 2011 at 6:01 PM, saex wrote:
> Yes Latimerius, i think that i dont have to pass 0 as winZ parameter,
> but i dont know how to get the Z value from the depth buffer. I'm
> programming for Android 1.5 and openGL ES1, i didn't find a working
> way to obtain winZ value on google after h
Yes Latimerius, i think that i dont have to pass 0 as winZ parameter,
but i dont know how to get the Z value from the depth buffer. I'm
programming for Android 1.5 and openGL ES1, i didn't find a working
way to obtain winZ value on google after hours of searching :(
Did you know how to do it?
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