- var pixel = quat4.create([mouseX,mouseY,0,1]); // mouseX = 530 und mouseY = 250
- var view = webGL.getParameter(webGL.VIEWPORT); // view = 0, 0, 800, 500
- // mvMatrix =
- // 1, 0, 0, 0,
- // 0, 1, 0, 0,
- // 0, 0, 1, 0,
- // 2, 0, -10, 1
- // -------------
- // pMatrix =
- // 1.5088834762573242, 0, 0, 0,
- // 0, 2.4142136573791504, 0, 0,
- // 0, 0, -1.0020020008087158, -1,
- // 0, 0, -0.20020020008087158, 0
- var allMultiplied = mat4.multiplyVec4(mat4.multiply(mvMatrix, pMatrix), view);
- // allMultiplied =
- // -1600, 0, 7098.29833984375, -800,
- // undefined, undefined, undefined, undefined,
- // undefined, undefined, undefined, undefined,
- // undefined, undefined, undefined, undefined
- var allInversed = quat4.inverse(allMultiplied); // War mal mat4.inv... hab ich aber editiert
- // allInversed =
- // -1600, 0, 7098.298490047455, -800,
- // undefined, ...
- var multiplyWithPixel = mat4.multiply(pixel,allInversed);
- // Ergebnis:
- // 1348974.625, -3962098.25, 407098.3125, 847200