 <p>Picking mode is not available in openGL ES. But it's easy to calculate the screen coordinate of any 3d point using the projection matrix retrieved from current openGL state. Here is how I do it (IMPoint2D and IMPoint3D are basic (x,y) and (x,y,z) structures)</p> <pre><code>+ (IMPoint2D) getScreenCoorOfPoint:(IMPoint3D)_point3D { GLfloat p[16]; // Where The 16 Doubles Of The Projection Matrix Are To Be Stored glGetFloatv(GL_PROJECTION_MATRIX, p); // Retrieve The Projection Matrix /* Multiply M * point */ GLfloat _p[] = {p[0]*_point3D.x +p[4]*_point3D.y +p[8]*_point3D.z + p[12], p[1]*_point3D.x +p[5]*_point3D.y +p[9]*_point3D.z + p[13], p[2]*_point3D.x +p[6]*_point3D.y +p[10]*_point3D.z+ p[14], p[3]*_point3D.x +p[7]*_point3D.y +p[11]*_point3D.z+ p[15]}; /* divide by scale factor */ IMPoint2D _p2D = {_p[0]/_p[3], _p[1]/_p[3]}; /* get result in screen coordinates. In this case I'm in landscape mode */ return (IMPoint2D) {_p2D.x*240.0f + 240.0f, (1.0f - _p2D.y) *160.0f}; } </code></pre>