   [DirectX 10] Frustum corners
  How do I calculate the position of frustum corners in DirectX 10?   
This should walk you through the math.   ;  How do I calculate the height and width of the far plane?The height and width of near plane is, for example, 800x600 (the resolution of screen) right?   ;  It's the second step of the tutorial:Hfar = 2 * tan(fov / 2) * farDistWfar = Hfar * ratio;  I cant understand some things in your article (http://mynameismjp.wordpress.com/2009/05/05/reconstructing-position-from-depth-continued/)...Are the corners supposed to be the far frustum plane corners?   