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Asked: May 11, 20262026-05-11T09:00:15+00:00 2026-05-11T09:00:15+00:00

I’m using worldview_inverse * (projection_inverse * vector) to transform screen space coordinates into world

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I’m using

worldview_inverse * (projection_inverse * vector) 

to transform screen space coordinates into world space coordinates. I assumed that

(x,y,1,1) 

would transform to a point on the far plane, while

(x,y,-1,1) 

transforms to a point on the near plane, and connecting the line I can query all objects in the view frustum that intersect the line. After the transformation I divide the resulting points by their respective .w component. This works for the far-plane, but the point on the near plane somehow gets transformed to the world space origin.

I think this has to do with the w components of 1 I’m feeding into the inverse projection, because usually it is 1 before projection, not after, and I’m doing the reverse projection. What am I doing wrong?

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  1. 2026-05-11T09:00:16+00:00Added an answer on May 11, 2026 at 9:00 am

    I know this is only a workaround, but you can deduce the near plane point by only using the far point and the viewing position.

    near_point = view_position            + (far_point - view_position) * (near_distance / far_distance) 

    As for you real problem. First, don’t forget to divide by W! Also, depending on your projection matrix, have you tried (x,y,0,1) as opposed to z=-1.

    near_point = worldview_inverse * (projection_inverse * vector) near_point /= near_point.W 
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