I am trying to compute the pixel location that a point in object
coordinates would get rendered at. Without much success. I am
hoping that some kind soul would review my approach.

1. Use the transform from Node.getLocalToVworld() to map the object
space point to Vworld coordinates.

2. Use Canvas3D.getVworldToImagePlate() to convert this to image plate
coordinates.

3. Use Canvas3D.getPixelLocationInImagePlate() to map the upper-left
and lower-right coordinates of the window to image plate coordinates.

4. Use the x and y coordinates of (3) and (2) to map image plate to window
coordinates. I am using simple linear interpolation of the
x and y coordinates here.

Questions -

(a) Is what I'm doing correct? (I am assuming monoscopic, CYCLOPEAN eye and
am willing to ignore front and back plane clipping and OpenGL implementation
differences). If what I'm doing is wrong, how could I accomplish my
objective?

(b) I noticed that the 1.2 beta will have a Canvas3d.*VworldToPixel*()
method. Is this a convenience function for something which can be done
in 1.1 or is this functionality which an end-user cannot accomplish using
1.1?

Thanks.

- Victor

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