   Is it possible to get a pixel's world coordinate using depth buffer in DirectX?
  Now, I have a depth buffer render-target that has the same size with the screen. Then I can calculate a "pick up" ray from projection center to that pixel: (0, 0, 0) -> (px, py, 1)and then mult (px, py, 1) with zNear + depthVal * (zFar - zNear), to get the coordinate in eye space.but the coordinate doesn't seem to be correct... so, how to do it correctly?thanks for your help~~   
  Here you have big topic how to get world position from depth :  Reconstructing Position from DepthAnd here is a code snippet for position in view space :  Position from depth 