Carlos, to go from 2D to 3D I have been using Fabrice's Drag3D in a routine like this:
*public* *function* mouseTo3D(screenX:Number, screenY:Number, screenZ:Number = 0):Vector3D { *var* n3D:Vector3D = *new* Vector3D; *// var persp:Number = view.camera.zoom / view.camera.focus; * *// Use Fabrice's Drag3D class... * *var* d3D:Drag3D = *new* Drag3D( view ); *var* plane:String = gridStyle.toLowerCase(); plane = (plane == *"yz"*) ? *"zy"* : plane; d3D.plane = plane; n3D = N2V(d3D.getIntersect( screenX, screenY )); *// 8? WTF? * *if* (view.camera.lens *is* OrthogonalLens) { n3D.x /= 8; n3D.y /= 8; n3D.z /= 8; } *return* n3D; } Ignore the occassional dark mutterings in that code. For 3D to 2D, I use the camera's screen method something like this: sv = view.camera.screen( *this*, *this*.mesh.vertices[i] ); Pass it in a vertex or other point, get back a ScreenVertex. Cheers, BW On Fri, Apr 8, 2011 at 10:38 AM, carlos.lunetta <carlos.lune...@gmail.com>wrote: > Hello all > > I've read a couple of opinions regarding the conversion of a 2D > coordinate to 3D space, but not sure the best way to proceed. Some > people talk about deperspective, but it's not present on 3.6 anymore. > > I have the screenX and screenY coordinates, and the desired Z depth - > looking for the projected x and y. What would be the best way to go? > > thanks a lot!