Unproject the given window coordinates winCoords by this matrix using the specified viewport. This method differs from #unproject(Vec3, IntBuffer, Mat4, Vec4) unproject() in that it assumes that this is already the inverse matrix of the original pro
(Vec3 winCoords, IntBuffer viewport, Vec4 dest)
| 3223 | * @see #unproject(Vec3, IntBuffer, Mat4, Vec4) |
| 3224 | */ |
| 3225 | public Mat4 unprojectInv(Vec3 winCoords, IntBuffer viewport, Vec4 dest) { |
| 3226 | return unprojectInv(winCoords.x, winCoords.y, winCoords.z, viewport, dest); |
| 3227 | } |
| 3228 | |
| 3229 | /** |
| 3230 | * Unproject the given window coordinates <tt>(winX, winY, winZ)</tt> by <code>this</code> matrix using the specified viewport. |