Original Post
the terrain is an evenly spaced triangle grid (pretty standard) ignoring the scenegraph phase for a sec. now whats the best method to check for a intersection? y == up im thinking of taking the XZ positions of the start + end points of the linesegment + creating a 2d line from this + check the triangles along this line, now if i use bresnhams line algorithm
it will miss some quads, eg 1,1 hit, 2,1 hit but 2,2 the line goes through it but its not registered whats need is some sort of antialiased line. whats the best method? Xiaolin Wu's line algorithm or DDA or something else? cheers zed

