[−]Function rusty_engine::prelude::glm::unproject_zo
pub fn unproject_zo<N>(
win: &Matrix<N, U3, U1, <DefaultAllocator as Allocator<N, U3, U1>>::Buffer>,
model: &Matrix<N, U4, U4, <DefaultAllocator as Allocator<N, U4, U4>>::Buffer>,
proj: &Matrix<N, U4, U4, <DefaultAllocator as Allocator<N, U4, U4>>::Buffer>,
viewport: Matrix<N, U4, U1, <DefaultAllocator as Allocator<N, U4, U1>>::Buffer>
) -> Matrix<N, U3, U1, <DefaultAllocator as Allocator<N, U3, U1>>::Buffer> where
N: RealField,
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
Parameters:
obj
- Specify the window coordinates to be mapped.model
- Specifies the current modelview matrix.proj
- Specifies the current projection matrix.viewport
- Specifies the current viewport.