How to access the openGL modelview matrix

edited February 2018 in How To...

I am trying to map the mouse x/y onto a 3d plane at z=0 that is transformed and rotated. To do that I believe I need to invert the modelview matrix and multiply it with a vector holding the mouse position. I just need to know where processing is hiding those PMatrix3d's. I have seen printCamera() and printProjection(), but those don't give me a variable to work with and don't change based on my rotations and translations. Anything to point me in the right direction would really help!

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