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Home/ Questions/Q 9057749
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Editorial Team
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Editorial Team
Asked: June 16, 20262026-06-16T14:32:23+00:00 2026-06-16T14:32:23+00:00

I have a rectangle on my window and I am trying to make this

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I have a rectangle on my window and I am trying to make this rectangle click-able by defining the area of the rectangle.

If the mouse click is inside this area, then it’s a click else not.

For eg: On the window, let’s assume the vertex of the rectangle is:
x = 40, y = 50; width = 200, height = 100;
So, a click will be counted when
(mouseXPos > getX()) && (mousxPos < (getX()+width)) && (mouseYPos > getY()) && (mouseYPos > getY()+height)

Now, I am doing lookAt transformation to the object by inheriting a class which has lookAt functions. Also, I am using a camera to check the different faces of the object (camera rotation). So, when the object rotates along various axes and shows different faces when the camera is used.

However, when the object moves, I would have thought the vertices of the rectangle would change. The vertices of the rectangle should also have changed on doing gluLookAt function but looks like they do not and my click-area always remains stationary at those points although the object is not there. How do I tackle this problem? How do I make my object clickable and add some mouse events on it?

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  1. Editorial Team
    Editorial Team
    2026-06-16T14:32:24+00:00Added an answer on June 16, 2026 at 2:32 pm

    If you’re trying to click on 3D shapes, and you are moving the camera, I wouldn’t check this in screen coordinates.

    Instead, you can project the point where the user has clicked into a line in 3D space, and intersect that against the objects which can be clicked on.

    GL has a function for this: gluUnproject()

    If you give that function the details of your view, along with the screen point being clicked on, it can tell you where in 3D space the user has clicked. If you check a point at both the near and far planes, the line between these points can be checked against your object.

    The other alternative, is some kind of ID buffer, where you render the scene off-screen, but instead of outputting shaded pixels, you output ID values for each object. The hit-test is then just a matter of reading a pixel from that buffer.

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