# Bounding Box in Monogame for mouse picking - Ray perspective

My mouse ray is screwing up precision. I don't really know how to fix it, maybe you guys can help.

problem : (5.6mg gif) https://www.dropbox.com/s/v0z67afso88hsd1/perspective_ray.gif

how i create the mouse ray:

 private Ray GetMouseRay(GraphicsDevice gd, ref Matrix view, ref Matrix proj)
{
//create source positions
// i dont really understand why the 0 and the 1, since the near/far clip plane are totaly diferent, but from experimentation, this is a must
Vector3 nearsource = new Vector3((float)MousePosition.Value.X, (float)MousePosition.Value.Y, 0.0f);
Vector3 farsource = new Vector3((float)MousePosition.Value.X, (float)MousePosition.Value.Y, 1.0f);
//Console.WriteLine("nearsource :" + nearsource.ToString() + " farsource :" + farsource.ToString());
//Matrices needed are the view proj and this world
//we are positioning the mouse ray in the origin(model origin, its a 3Dspace ray)
Matrix world = Matrix.CreateTranslation(0, 0, 0);

//unproject mouseposition in the clipping planes
Vector3 nearPoint = gd.Viewport.Unproject(nearsource, proj, view, world);
Vector3 farPoint = gd.Viewport.Unproject(farsource, proj, view, world);
//Console.WriteLine("nearPoint :" + nearPoint.ToString() + " farpoint :" + farPoint.ToString());
// Create a ray from the near clip plane to the far clip plane.
Vector3 direction = farPoint - nearPoint;
direction.Normalize();
return new Ray(nearPoint, direction);
}


How i am drawing the ray: CDebugShapeRenderer.AddLine(mouseRay.Position, mouseRay.Position * mouseRay.Direction * 1000, Color.Red);

how i am calculating the Obb:

Bounding Box in Monogame for mouse picking

How i am calculating the collision: Line: 349 https://github.com/CartBlanche/MonoGame-Samples/blob/master/CollisionSample/BoundingOrientedBox.cs#L349

So how can i create a mouse ray that is accurate? or remove that perspective somehow.

Roger.

Edit: I forgot to add the matrices used

 proj = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, this.GraphicsDevice.Viewport.AspectRatio, 1.0f, 1000.0f);
view = Matrix.Identity;