Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!swrinde!mips!sgi!shinobu!odin!cashew.asd.sgi.com!kurt From: kurt@cashew.asd.sgi.com (Kurt Akeley) Newsgroups: comp.sys.sgi Subject: Re: Fastest way to find world -> screen mapping Keywords: transform world coords screen coords matrix inversion Message-ID: <1991Jun12.000333.13911@odin.corp.sgi.com> Date: 12 Jun 91 00:03:33 GMT References: <1991Jun4.031535.18607@resmel.bhp.com.au> <1991Jun4.235906.4447@odin.corp.sgi.com> <1991Jun6.054818.29804@cs.umn.edu> Sender: news@odin.corp.sgi.com (Net News) Reply-To: kurt@cashew.asd.sgi.com (Kurt Akeley) Organization: sgi Lines: 17 In article <1991Jun6.054818.29804@cs.umn.edu>, slevy@poincare.geom.umn.edu (Stuart Levy) writes: [stuff deleted] |> I've wanted to do this too, with yes, destination being the frame buffer. |> This may not be what Mr. Monks has in mind, but for example what is |> the easiest way to draw a "wide point" -- a blob of fixed screen-space |> size, in the location appropriate for a 3-space point, and hidden by |> surfaces in front of it? GL supports wide lines directly but I don't find |> anything similar for points. Single-pixel points can be hard to see, |> especially on video. The upcoming 4.0 release supports points of arbitrary size on many platforms. Definitely GT, GTX, and VGX. Not sure about Personal Iris products. -- Kurt