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How to calculate direction for D3DXIntersectTri function to find intersected point? And after getting the result in Distance how to get that coordinate(XYZ)?

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1 Answer 1

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All of this is in the documentation for your function.

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  • \$\begingroup\$ Pls, Provide some simple example for it. I've googled by not found simple example. \$\endgroup\$ Commented Apr 8, 2013 at 6:50
  • \$\begingroup\$ There will not be an example for every use case that you need. What part of the documentation is unclear? \$\endgroup\$ Commented Apr 8, 2013 at 14:37
  • \$\begingroup\$ HOW TO CALCULATE DIRECTION? AND HOW TO GET NEW INTERSECTED POINT FROM DISTANCE RETURN BY THIS FUNCTION? \$\endgroup\$ Commented Apr 9, 2013 at 5:32
  • \$\begingroup\$ If you pass vectors p and d as ray position and direction, the returned value in pDist will tell you how far along the ray the point of intersection is. You can retrieve it by computing p + pDist * d assuming d is normalized. Also, it would be good to refrain from using all caps in your posts. \$\endgroup\$ Commented Apr 9, 2013 at 20:14

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