Original Post
D3DXIntersect(pMesh, &vPickRayOrig, &vPickRayDir, &bHit, &dwFace, &fBary1, &fBary2, &fDist, NULL, NULL);
Is there a way to get world space X,Y,Z cords at the point of intersection from this function. I am trying to move a Mesh to the point where a mouse click intersects my terrain. I want to move it to the X,Y,Z position where the ray intersects not just to the intersected face. If anyone knows a way to do this not use D3DXIntersect that is fine too.
Inno