   Back to ray intersection
  I can't get the intersection to work. The D3D function I copied does work, but it only returns a bool true or false. I made a function for ray-plane intersection and to me it seems correct, and it probably is, but I would like someone to confirm this for me so I can single my problem. It goes like this..*P is the output intersection.P0 is the ray orgin.V is the ray vector.N is the plane normal.P1 is a point on the plane. Used for getting d.void RAY_PLANE( POINT *P, POINT P0, VECTOR V, VECTOR N, POINT P1 ){float d = bcDOT(&N,&P1;float Vd = bcDOT(&V,&N);float V0 = -1*(bcDOT(&P0,&N) + d) ;float t = V0 / Vd;P->x = (V.x * t)+P0.x;P->y = (V.y * t)+P0.y;P->z = (V.z * t)+P0.z;}Does this seem right?   
  I think "float V0 = -1*(bcDOT(&P0,&N) + d);" should be "float V0 = d - bcDOT(&P0,&N);". Or just change "float d = bcDOT(&N,&P1;" to "float d = -bcDOT(&N,&P1;"My code for Ray-Plane-Intersection is:t = (dist - dot(n,p))/dot(n,d);intersection = p+d*t;where:dist = distance from origin to plane (n dot point on plane)n = normal of planep = ray positiond = ray direction   