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GLint viewport[4];
GLdouble modelview[16];
GLdouble projection[16];
GLfloat winX, winY;//, winZ;
glPushMatrix();
{
glScalef(vecScale.x(), vecScale.y(), vecScale.z());
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
winX = (float)x;
winY = viewport[3] - (float)y;
gluUnProject(double(winX),double(winY), depthZ0to1, modelview, projection, viewport, &posX, &posY, &posZ);
}
glPopMatrix();