+
+ Notice that this truncates the floating point values of @a pt
+ components, if you want to round them instead you need to do it
+ manually, e.g.
+ @code
+ #include <wx/math.h> // for wxRound()
+
+ wxRealPoint rp = ...;
+ wxPoint p(wxRound(rp.x), wxRound(rp.y));
+ @endcode