2010/12/17 Vinicius Rogério Araujo Silva <span dir="ltr"><<a href="mailto:vinicius.ras@gmail.com">vinicius.ras@gmail.com</a>></span><br><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
Actually, R is not the radius of the cone's base. Rather, the radius is calculated based on the values of R and H.<div>One more thing. A question about your example:</div><div><br></div><div><span style="font-family:arial, sans-serif;font-size:13px;border-collapse:collapse"><div class="im">
Renderer->SetDisplayPoint(x, y, z);<br></div><div class="im">
Renderer->DisplayToWorld();<br>double p[3];<br>Renderer->GetWorldPoint(p);</div></span></div><div><span style="font-family:arial, sans-serif;font-size:13px;border-collapse:collapse"><br></span></div>
<div><font face="arial, sans-serif"><span style="border-collapse:collapse">Let me see if I understood it correctly.</span></font></div><div><font face="arial, sans-serif"><span style="border-collapse:collapse">If I set Z to a value that is equal to the Near Clipping Plane's distance, then the output will be a point that lies on the near clipping plane?</span></font></div>
</blockquote><div><br></div><div>Not quite. In SetDisplayPoint(x, y, z), the "z" is a depth-buffer value in the range [0, 1] where z=0 gives a point on the near clipping plane and z=1 gives a point on the far clipping plane. The x and y are the screen pixel offset from the lower left corner of the window.</div>
<div><br></div><div> David</div></div>